P.U.R.E. 0.8 RC3 - Page 23

P.U.R.E. 0.8 RC3

WolfeGames and projects headed by Argh.

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bobthedinosaur
Blood & Steel Developer
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Re: P.U.R.E. 0.8 RC3

Post by bobthedinosaur »

I like the morty bot! how ever when the barrel is at a shallow angle it looks very phallic like, so keep it up.
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Cremuss
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Re: P.U.R.E. 0.8 RC3

Post by Cremuss »

@ Argh : Looks cool, but the barrel are a bit too small for a long range canon in my opinion. Maybe make it looks more agressiv ?

@ GMN : Woa, nice :-)
The firing pose is cool but it looks a bit "comic". It remembers me the "dog" of half-life 2. :-)
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zwzsg
Kernel Panic Co-Developer
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Re: P.U.R.E. 0.8 RC3

Post by zwzsg »

Argh wrote:GMN, that's a fabulous concept, but how in the heck would it aim to the sides without clipping?
It does not. You have to use limited firearcs, make the whole body turn with set HEADING, or whatever.
Cremuss wrote:The firing pose is cool but it looks a bit "comic". It remembers me the "dog" of half-life 2. :-)
Reminds me much more of Half Life 2 Antlion Guards/Guardian.
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AF
AI Developer
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Re: P.U.R.E. 0.8 RC3

Post by AF »

Argh referring to sinbads latest thread and my post on glaring GUI flaws through lack of awareness, perhaps this is the best time for you to lead by example.

If you can rework a pause button, a menu button, and some toggles for metalmap/heightmap/hide gui into your bottom bar around the middle then this should if several hundred tiny little usability bugs in one shot. I would suggest that the overlays be a small toggle menu.

Another idea is one you can draw from supcom forged alliance, that when the game is paused, the pause button flashes into a play button and pulsates, a frame is shown around the screen edges and the rest of the GUI and the map/units all darken. A textured quad overlay should suffice to implement this.
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Forboding Angel
Evolution RTS Developer
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Re: P.U.R.E. 0.8 RC3

Post by Forboding Angel »

Just give it turret 0 and it will always turn to face it's target.
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Guessmyname
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Re: P.U.R.E. 0.8 RC3

Post by Guessmyname »

Yeah, that was the idea. It just turns to face the target. Simply make sure the turning speed is the same as the turret traversal speed on the original mortartank and voila.
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panzeriv2
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Re: P.U.R.E. 0.8 RC3

Post by panzeriv2 »

If that monkey...mortybot is implemented, I'd support that, makes for an excellent Overmind unit, because it looks skinny, and flimsy and kind of evil, just like the Sniper Shell.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

In case you've been hiding under a rock, or just never read outside this Forum, I've gotten GLSL dynamic lighting working in Spring.

It's working well enough that it will be in RC4, which I'm trying to get wrapped up by Sunday, if possible.

Here are a couple of screens, although it really doesn't do it any justice- it's very effective because of motions and changes to the lights over time, so still shots don't convey how much more dynamic stuff looks, with lights flashing all over the place...
Image
Image
The basic source code to do this has already been released into Public Domain- feel free to mess about with it or use it for your own projects, it's fun and easy, and looks really cool :-)
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REVENGE
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Re: P.U.R.E. 0.8 RC3

Post by REVENGE »

I'm unfamiliar with those units, so I can't tell exactly what I should be looking for...
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Those are the Assault Shell and Artillery Shell. I'm redoing the FX for Overmind first.
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REVENGE
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Re: P.U.R.E. 0.8 RC3

Post by REVENGE »

Argh wrote:Those are the Assault Shell and Artillery Shell. I'm redoing the FX for Overmind first.
Ah, looking good in that case, better than the fake CEG lighting effects. :P
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

8) Death by Overmind- gangsta style. Click to enlarge.
Image

Neon annihilation. Click to enlarge.
Image
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KDR_11k
Game Developer
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Re: P.U.R.E. 0.8 RC3

Post by KDR_11k »

Forboding Angel wrote:Just give it turret 0 and it will always turn to face it's target.
Don't do that on ground units, any elevation and the firing cone goes above or below the target and there's no way to correct that.

Also turret=0; should make the weapon always come out aligned to the front of the unit, no matter where the target is inside the targetting cone.
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AF
AI Developer
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Re: P.U.R.E. 0.8 RC3

Post by AF »

hmm now you've got that lighting done, those decals look out of place, like you've put a lamp shade on the weapons fire and youve got a spotlight on the ground. That and theres more intense lighting in the center of the decal than on the unit even though the unit is closer, it just looks out of place.

However your lighting is a big improvement. Good work!
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

hmm now you've got that lighting done, those decals look out of place, like you've put a lamp shade on the weapons fire and youve got a spotlight on the ground. That and theres more intense lighting in the center of the decal than on the unit even though the unit is closer, it just looks out of place.
I agree, it's not entirely perfect, but seen from above, it looks fairly correct, and it's certainly dramatic. I found that if I kept it as subtle as the actual lights (which have a maximum alpha value around 0.6 or so, depending on the light) it just didn't have enough oomph.
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Pxtl
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Re: P.U.R.E. 0.8 RC3

Post by Pxtl »

Perhaps a second, much larger, very faded ground decal would help?
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Decimator
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Re: P.U.R.E. 0.8 RC3

Post by Decimator »

Well, what's it look like without the ground decals?
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

It doesn't look right, without the decals, trust me- the visual disorientation caused by not having the ground "reflect" any light is very jarring.
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clericvash
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Re: P.U.R.E. 0.8 RC3

Post by clericvash »

Argh wrote:8) Death by Overmind- gangsta style. Click to enlarge.
Image
Futurama gangsta robots anyone? heh

looking purdy as usual, awesome work fella
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

I have completed a StarCraft / DoW build system for Resistance. It's very simple and works well, and uses standard commands. You buy a unit / building now, you pay for it now, you get it after X seconds have passed, depending on the object. Still working on a few details, but it's all basically functional, both for factories (queues, patrols, etc. all work now) and mobile stuff.
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