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Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Posted: 08 May 2008, 07:18
by Nemo
As for Lua debugging, Pxtl - if you use notepad++ you can start spring as a child process (F6 is the button to bring up the dialog). put the path to your spring exe in there and save it, then start spring that way.
that'll feed all of the infolog stuff into notepad++, as well as any prints you have in the code. it's rather handy.
this will let you know if something is breaking even before the game starts, for example. it'll also let you see the line numbers of the errors from the same window as the code itself.
Re: Hardcore Annihilation 0.1.0 release thread - OTA on Spring
Posted: 08 May 2008, 07:23
by Pxtl
Nemo wrote:As for Lua debugging, Pxtl - if you use notepad++ you can start spring as a child process (F6 is the button to bring up the dialog). put the path to your spring exe in there and save it, then start spring that way.
that'll feed all of the infolog stuff into notepad++, as well as any prints you have in the code. it's rather handy.
this will let you know if something is breaking even before the game starts, for example. it'll also let you see the line numbers of the errors from the same window as the code itself.
tx. Cool - I'm actually using Notepad++ for my Lua hacking anyways, so setting up Spring as a child process will work right in there.
Re: Hardcore Annihilation 0.1.1 release thread - OTA on Spring
Posted: 23 May 2008, 04:41
by Pxtl
Re: Hardcore Annihilation 0.1.1 release thread - OTA on Spring
Posted: 23 May 2008, 15:18
by caldera
published and approved on spring-portal:
http://spring-portal.com/index.php/docm ... lation-011
(you can edit this document, if you have a new release, so it keeps the link and download-count)
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 18 Jul 2008, 12:07
by Gota
ANy news with this?
Stats correction and thingies..there were some comments about stats..
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 18 Jul 2008, 14:37
by Pxtl
No news right now - it's summer, time for home reno tasks. I don't see any reports about the stats - I couldn't reproduce the Sniper aiming anim bugs, and I'm too lazy to bother with the cosmetic Zeus bug.
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 18 Jul 2008, 21:40
by Forboding Angel
Pxtl, are you at least using cegs for the explosions and stuff (would be easy to replicate ota explosion sprites using a ceg)?
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 18 Jul 2008, 21:41
by Pxtl
CEGs are the next thing on my to-do list.
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 18 Jul 2008, 21:48
by Forboding Angel
whee

Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 18 Jul 2008, 21:50
by Pxtl
Forboding Angel wrote:whee

Don't hold your breath - like I said, it's summer. Plus, I'm easily distracted.
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 19 Jul 2008, 03:28
by overkill
I would rather have line bombing and fighter dancing than all of the above.
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 19 Jul 2008, 10:35
by Gota
What is fighter dancing?
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 19 Jul 2008, 17:42
by overkill
/headdesk
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 20 Jul 2008, 03:58
by Pressure Line
overkill wrote:/headdesk
*facepalm* hurts less.
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 20 Jul 2008, 06:27
by smokingwreckage
Using frantic clicking and good timing to vastly improve the survivability and damage output of fighters.
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 05 Mar 2009, 16:02
by slogic
Health bars should be twice wider. Also i think smth wrong with LOS. It is too narrow in game by my feelings & very incomfortable to play. Often enemy unit model appears right in front of my unit. My be this is the case of perspective (i'm using overhead camera mode). If so i guess LOS should be increased by some small K (e.g, 1.3) for all units to best suit a 3D game, imho.
PS. What is CEG?
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 05 Mar 2009, 16:18
by smoth
all I said in this damn thread was "neat stuff" why are you dragging me in here for?
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 05 Mar 2009, 16:21
by Pxtl
Yeah, this project is temporarily abandoned while I do some side-work.
I have to do more benchmarking before making global changes to LOS, to see if there's something wrong with TA scale vs. Spring scale. I doubt it though.
CEG is explosion special effects.
Either way, my plan is to create 2 modes for radar - cylindrical auto-targetting radar, and cylindrical untargettable radar.
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 05 Mar 2009, 17:30
by Gota
HA lacks the no radar autotargetting and air movement,gunship/fighter(in spring terms) combo like in OTA.
Re: Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 05 Mar 2009, 17:40
by Pxtl
I plan to add some maxacc tags to boost manoeverability, but any more complicated fighter movement is anathema to my slacker mind.