P.U.R.E. 0.8 RC3
Moderators: Moderators, Content Developer
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: P.U.R.E. 0.8 RC3
I like the morty bot! how ever when the barrel is at a shallow angle it looks very phallic like, so keep it up.
Re: P.U.R.E. 0.8 RC3
@ 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.
@ GMN : Woa, nice

The firing pose is cool but it looks a bit "comic". It remembers me the "dog" of half-life 2.

Re: P.U.R.E. 0.8 RC3
It does not. You have to use limited firearcs, make the whole body turn with set HEADING, or whatever.Argh wrote:GMN, that's a fabulous concept, but how in the heck would it aim to the sides without clipping?
Reminds me much more of Half Life 2 Antlion Guards/Guardian.Cremuss wrote:The firing pose is cool but it looks a bit "comic". It remembers me the "dog" of half-life 2.
Re: P.U.R.E. 0.8 RC3
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.
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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: P.U.R.E. 0.8 RC3
Just give it turret 0 and it will always turn to face it's target.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: P.U.R.E. 0.8 RC3
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.
Re: P.U.R.E. 0.8 RC3
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.
Re: P.U.R.E. 0.8 RC3
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...


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
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...


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

Re: P.U.R.E. 0.8 RC3
I'm unfamiliar with those units, so I can't tell exactly what I should be looking for...
Re: P.U.R.E. 0.8 RC3
Those are the Assault Shell and Artillery Shell. I'm redoing the FX for Overmind first.
Re: P.U.R.E. 0.8 RC3
Ah, looking good in that case, better than the fake CEG lighting effects.Argh wrote:Those are the Assault Shell and Artillery Shell. I'm redoing the FX for Overmind first.

Re: P.U.R.E. 0.8 RC3
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.Forboding Angel wrote:Just give it turret 0 and it will always turn to face it's target.
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.
Re: P.U.R.E. 0.8 RC3
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!
However your lighting is a big improvement. Good work!
Re: P.U.R.E. 0.8 RC3
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.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.
Re: P.U.R.E. 0.8 RC3
Perhaps a second, much larger, very faded ground decal would help?
Re: P.U.R.E. 0.8 RC3
Well, what's it look like without the ground decals?
Re: P.U.R.E. 0.8 RC3
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.
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: P.U.R.E. 0.8 RC3
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.