Page 4 of 8
Posted: 29 May 2007, 06:13
by AF
That dark battered version is very nice ^_^
Posted: 29 May 2007, 06:22
by smoth
Zpock wrote:You mean you have 2 screens, one for watching p0rn and another your painting on at the same time
Oh goodness no, porn requires too much attention. Despite what what a certain other bitter community member wants you to believe I have a life outside of gundam.
Nah, Krystal(panda) and I were making fettuccine and watching apocalypto while eating said food, I was also out shopping with her and we went and saw the third pirates movie. I have been at home during my summer break trying get stuff done and it is out of town so I have not had much time for gundam or her
anyway, I am glad to see you guys like the turrets. I have not placed them in game yet and I still need to do the script and s3o texture #2(reflectives and transparencies) but the thing is moving along well.
Posted: 29 May 2007, 07:40
by KDR_11k
I think the wreck could have its barrels deformed a bit and the "living" version some dirt around the barrel to signify that bullets are fired from there (or is it a beam weapon?).
Posted: 30 May 2007, 05:49
by smoth
I played with some scoring on the barrel and it seemed really campy. Maybe I was doing it wrong. I'll have to try again with it and see but at the moment I want to go ahead and leave it clean. I am going shove the feddy aa and zeon AA on their respective textures.

that way I can make the most of this texture, which is large. I did it in 1024X1024 since I wanted to fit two models on it.
Posted: 30 May 2007, 21:21
by 1v0ry_k1ng
smoth wrote:went and saw the third pirates movie
aurgh
Posted: 30 May 2007, 22:20
by KDR_11k
Did it have insult sword fighting?
Posted: 30 May 2007, 22:32
by smoth
Ivory, you lost me there.
Posted: 02 Jun 2007, 05:11
by smoth
any replays gents?
Posted: 03 Jun 2007, 21:35
by Neddie
When I play one, sure. Haven't had the honour yet.
Posted: 04 Jun 2007, 00:02
by jackalope
are there any units that cannot attack air units? or can all units attack air units?
if so what's the proper strategy for air units? are they like fast grounds that attack once and die?
Posted: 04 Jun 2007, 00:21
by Snipawolf
If you played it at all, or listened to common banter you would know.
Posted: 04 Jun 2007, 01:07
by smoth
jackalope wrote:are there any units that cannot attack air units? or can all units attack air units?
if so what's the proper strategy for air units? are they like fast grounds that attack once and die?
Not very helpfull snipa.
Jack, there are small anti air only turrets, the are available to both zeon and the federation.
the purpose of air:
anti-ms(corebooster, goufh)
Anti building(jetcorebooster, dodai, fanfan)
transport(gunperry)
transport as a fireplatform(dodai2)
radar(luggun, dish)
anti-air(toriares, corelander, corebooster, dopp(not very good, still working on the balance))
I hope this helps.
Posted: 04 Jun 2007, 21:34
by KDR_11k
Any arced fire unit cannot target air, this includes 79zooks, guntanks, xamels, guncannons and so on.
Didn't know the fanfan is anti building, I thought it was for annoying ground units...
Posted: 04 Jun 2007, 22:19
by smoth
It does an ok job of anoying units but it can be used well in anti-building attacks because it has the brawler movement type.
Posted: 13 Jun 2007, 18:39
by Relative
Me, Firebird2003, and KDR have identified what might be a problem with linux native spring and gundam. Spring crashes during loading with different exceptions in the infolog:
For example:
Mine:
Code: Select all
Exception: Parse error in gamedata/explosions/verticalbomb.tdf at line 297 column 281 near
Firebird:
Code: Select all
Exception: Parse error in gamedata/explosions/verticalbomb.tdf at line 295 column 295 near
Posted: 13 Jun 2007, 22:48
by Peet
It's probably just a difference in capitals...windows environments ignore such problems but loonix tends to freak out.
Posted: 14 Jun 2007, 00:01
by Tobi
The TdfParser is identical between Linux and Windows (just like almost all code) and this doesn't seem like a problem with finding a file because of the case.
Though it's weird the line numbers are different, maybe this depends on which boost::spirit version it was compiled with.
Posted: 14 Jun 2007, 00:41
by Pxtl
Tobi wrote:The TdfParser is identical between Linux and Windows (just like almost all code) and this doesn't seem like a problem with finding a file because of the case.
Though it's weird the line numbers are different, maybe this depends on which boost::spirit version it was compiled with.
Idunno, whenever I get a linux/windows file compatibility bug, my first assumption is the line-breaks are the problem.
Posted: 14 Jun 2007, 11:24
by Tobi
I was commenting to P3374H, who was suggesting it was due to a difference in capitals.
Though I doubt it'd be line breaks since then I'd expect no mods to work on Linux. Unless that just causes the 2 line offset, but that sounds pretty weird too.
Posted: 17 Jun 2007, 04:02
by smoth
the issue was an extra curley brace at the end of the weapon effect file. It doesn't effect anything on any of my machines, it is curious that it would have a different line number on different opperating systems. It is also curious how this project would cause a crash. I am on my way home from a trip spaning from louisiana to wyomings yellow stone park. I would like any further info, does it act up on tiny coms? because epic coms use a large texture and some weaker machines have been known to crash from it.