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Posted: 22 Mar 2006, 00:11
by Isaactoo
I havn't played an actual game with an opponent yet...but if rooks are a problem, perhaps their weapon should be dependent on weather you have enough energy.

Posted: 22 Mar 2006, 00:26
by Lord JoNil
I absolutely love this version. Good Job! Although it can be a little laggy.

Posted: 22 Mar 2006, 00:36
by Argh
@Drone Fragger:

I am aware of that, and I will be very careful about this set of adjustments. I am also aware that compromise changes aren't likely to make everybody happy, either. First rule of game design: you cannot make everybody happy, but you have to try anyhow ;)

Posted: 22 Mar 2006, 14:11
by krogothe
Ill play the new version and see! Im all for mass exploding sheep at least

Posted: 22 Mar 2006, 17:21
by emo_boy
is there goin to be or has there been a map realeased for this mod

Posted: 22 Mar 2006, 17:34
by FizWizz
Try any 8x8 or smaller map, such as Castles, Ashap Plateau, The Chess Board, maybe even Sparewood, etc.
But there is going to be a map for Nanoblobs called NanoArena, and it is probably going to be released soon.

Posted: 22 Mar 2006, 17:36
by emo_boy
kewl

Posted: 22 Mar 2006, 19:36
by Drone_Fragger
PLease make the new nanoarena called Nanoarena 2, As there is already problems with the 2 presvious version of nanoarean having the same name :/

Posted: 22 Mar 2006, 19:43
by SinbadEV
huh... I wonder if that explains al the sync erorrs

Posted: 22 Mar 2006, 20:40
by Drone_Fragger
Yup. Yes it does.

Posted: 22 Mar 2006, 22:38
by Argh
Image

Posted: 22 Mar 2006, 22:52
by FizWizz
ooh, seige engine?
Doesn't Spring have issues with long narow footprints when rotating though?

Posted: 22 Mar 2006, 22:55
by Drone_Fragger
Quiet you! I wanna see the siege engine!

Posted: 22 Mar 2006, 23:19
by Argh
I have some tricks I can use, to deal with rotation. As for the map... we're almost done. Really. Sorry about the synch errors, I didn't put the map on FU, so I guess that gets chalked up as, "how not to release a map" ;)

Posted: 22 Mar 2006, 23:38
by Drone_Fragger
kk. I'm guessing the holes on the Millidede of for missles?

Posted: 23 Mar 2006, 00:20
by Argh
Yes. And just wait 'til you see the deathbeam it shoots.

Posted: 23 Mar 2006, 10:43
by Argh
Well... I have just played out two games of 0.32b. Corrected many problems with the gameplay of 0.31b, but created others, which I will have to fix before releasing the next version.

GuiltySpark had a good idea- have the SquareRooks have some sort've chaingun for self-defense, instead of the admittedly-lame Archer gun they currently mount. I will make that happen.

On the not-so-good news front... here are my results with smoke-trails for the Archer's shots:

Image

Basically, these look gorgeous, and the custom missiles are neato... however, with smoke trails, the FPS drops to the floor. Sorry, but I think this is a feature I'm going to have to cut... it's just not worth the framerate drop, even after slowing down the ROF for Archers by quite a bit in order to compensate for the smoketrails. Which is too bad, but I don't have a better solution yet. I will look at the smokepuffs from PE and see if maybe they're just too large/detailed and I can just fix things through sizing them down to reasonable levels, but I doubt that has any effect on the missile trail effect.

Posted: 23 Mar 2006, 10:52
by NOiZE
The framerate drop can't be that bad...... i see you play with shadows on, that means the whole screen gets rendered twice... try to play without shadows or lower the particle limit.... without smoke it just looks like cannon balls instead of missles!

Posted: 23 Mar 2006, 11:00
by Argh
Well, I was getting 40FPS with 1024 shadows, even when combat was pretty heavy, now I get 11-12 at the low end. Pretty darn costly, and it's mainly because the smoke draws shadows, pretty inefficiently from what I can tell. Without shadows... I'll try that and make a decision, but I'm really not sure this small bit of eye-candy is worth the performance drop.

Which, coming from me, means it must be a pretty big performance drop :P

Posted: 23 Mar 2006, 11:11
by NOiZE
Pathfinding is usually the fps killer....

try it with standing still archers..