Kernel Panic - Page 28

Kernel Panic

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

KDR_11k wrote:
P3374H wrote:Mac guy sits there and spouts annoying marketing?
Mac units have 5000 polygons each and amazing detail but are absolutely worthless and most units aren't compatible with their faction.
"Absolutely worthless" is a little strongly-worded. I'd say they've all got resurrection, d-guns, cloaking, radar, jammers, etc.... but they cost so freaking much they wouldn't be worth it at half the cost.
nihilocrat
Posts: 6
Joined: 02 Jun 2007, 04:22

Post by nihilocrat »

I'm bugged (lawl) that no one seems to want to play this awesome mod right now... an autohost would be great, at least to get more people to know of the mod's existence and perhaps be a little curious.

Props to the visual style, I want more games with a sort of retro look. I lol'd on the inside when I noticed that the denial of service unit was a slashdot.
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

nihilocrat wrote:I lol'd on the inside when I noticed that the denial of service unit was a slashdot.
Haha I missed that. :shock: :lol:
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

nihilocrat wrote:I'm bugged (lawl) that no one seems to want to play this awesome mod right now... an autohost would be great, at least to get more people to know of the mod's existence and perhaps be a little curious.

Props to the visual style, I want more games with a sort of retro look. I lol'd on the inside when I noticed that the denial of service unit was a slashdot.
Hey, I love it.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

nope

Post by rcdraco »

Sadly this is not an OTA based mod, and 90% of our players have never read the forums, newb guide, or anything on the forum site; so that leaves 10% of the community to this mod, 5% of the community is modders, and that leaves 5% for your mod, ACCURATE ANALYSIS!!!

Number of Kernel Panic Games this week:

About 6
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Actually, I think your numbers are off.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

kthxbi

Post by rcdraco »

read the above, I rarely see this mod on anymore, so I assume it's dead.

What killed Kernel Panic?
1. Lag: As with any mods, lots of units makes your pc cry, thus killing all chances of games on a standard pc at the 5000 unit limit.

2. OTA mods R 1337 w00t!! The Community likes OTA mods, and 60% of them don't own it, we need that fixed.

3. Silly mod, adding a second race ruined the gameplay.

4. Easy version of Single Player dies unless you win in 10 minutes. "OVERSPAM"
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Neddie
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Post by Neddie »

Isn't. Why PRO_flopflop lost in it recently!
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Post by KingRaptor »

I see Kernel Panic frequently, just because a mod isn't played 100 times/hour doesn't mean it's dead.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: kthxbi

Post by zwzsg »

In response to rcdraco:

1) I reckon ONS is uber laggy, and will address that in next version. Meanwhile... just don't play ONS. :P

2) Any idea on how to fix that?

3) The second race was added without changing the gameplay of the first race. Just play without the second race if you don't like it. If the host hosts the "eviless" version, the second race won't even be there to choose from.

4) Well, easy single player is easy. It's very easy so that it can be used as an introduction to people who are very unfamiliar with Spring and Kernel Panic. If you want challenge, use Medium or Hard. Unless by die you mean die from lag due to overspam. In which case, I'll have to see with AF how to make the AI more combative.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

NTAI shoudlnt lag with KP at all, the only thing that creates ultra lag normally is the building placement, which i dont see being an issue with KP..
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Even if NTai is now pretty well optimised and don't lag by itself, what I meant, is that, sometimes, NTai keeps squad of units everywhere on the map.

So while a human player would send all his force to war, and have them destructed as fast as they are built, the AI sometimes build units but don't use them immediatly. Which means that during AI games, the number of units ingame keeps rising (construction > destruction), while for a tense human multiplayer game, the units ingame reach a level and stays stable (construction == destruction). In Kernel Panic, if you don't attack, your unit count rise very quickly. So this would makes AI games have much much higher and ever increasing unit counts. And maybe when you start having thousands of units, it starts lagging. So a fix would be to tell the AI to attack harder, either by changes in the profile, or by changes in the source code of the dll.

Well, just a theory, I haven't really played long AI KP games.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

NTAIs threat matrix and unit management is a little boned atm;
once a threat has diminished, the forces sent to attack it often just idle in that area.
units that are damaged retreat to the base and get repaired, and often dont get used to attack again.
the latest version seems to be worse for the idling problem.
however, it now supports varying sized attack groups and the mex placement etc is improved.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

In your config, set the maximum attack force size.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

AF wrote:In your config, set the maximum attack force size.
Won't that have the side effect of sending all combat units on each assault, causing NTai to lock up when it has to deal with multiple combats, or did you code an absolute limit for attack force size?
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

It seems Kernel Panic got mentioned on the front page of Digg yesterday! Gettin' famous!
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Dugg it.

Well, I decided to join Digg for it, but still, Dugg it.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

zwzsg wrote:There, Kernel Panic 1.2 out, now with installer!
http://spring.unknown-files.net/file/29 ... Panic_1.2/

Image

The installer:
  • Install Kernel Panic Corruption (main KP data).
  • Install Kernel Panic Eviless (mutator to play true KP).
  • Install Kernel Panic ONS (experimental laggy mutator).
  • Install the maps Marble Madness, Major Madness, and the two Direct Memory Access.
  • Install the autospam widget (a better one).
  • Enable Ground Decals and Lua UI in the registery keys.
  • Install NTai with a KP profile.
  • Install three single player scripts, and shorcuts to them.
If someone manages to beat the "Single Player Hard Script", I'd like to get the demo.
zwzsg, what program did you use to make the installer?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

wasn't that NSIS?
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HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Post by HeavyLancer »

I can confirm that it is NSIS. Good tool. That reminds me, I should make an installer making wizard for Spring mods.
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