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Posted: 22 Apr 2005, 16:04
by zwzsg

Posted: 22 Apr 2005, 20:28
by AF
Perhaps if we could ahve the equivilant of ink msgs in msn but not on the map btu sent in small panels with a white background.

I thought we did make a multiple monitor thread?

Honest, Constructive Criticism

Posted: 23 Apr 2005, 23:39
by sparkyhodgo
To my knowledge, Neutralize, Redfish, and Sean Mirrsen are the lucky ducks who have the Spring beta. Now here is the hardest question you've faced yet: What don't you like about Spring? Please tell us what needs work. And please suggest improvements to existing features.

Known issues thus far:
GUI needs work
planes need work
minimap needs work

Posted: 24 Apr 2005, 05:58
by Warlord Zsinj
I'm curious as to whether the radar blips that appear on the actual gamescreen (not the minimap) are targetable?


... Oh, and do you happen to be an SWTA fan, Sean? *hopeful look* :wink:

Posted: 24 Apr 2005, 17:05
by Sean Mirrsen
Radar dots on the main map are treated as enemies, ergo, they are targetable.

No, I'm not really a fan of star wars, and the SWTA archive is too big for me to want to download it.

What needs work is stability problems, a.k.a. BUGS, the GUI, the AI, and the weapon FX.

Radar circles work as in OTA. Moreover, when you're placing a static defence, you get to see its weapon range as a circle on the main map (providing it's close enough to see it).

Posted: 24 Apr 2005, 19:41
by smoth
Sean, if I were to send you an early beta of my mod would you be kind enough to tell me if it has issues in spring?

Posted: 24 Apr 2005, 20:14
by Sean Mirrsen
I can tell you straight away that it will have issues in the current version, but you can still link me and I'll see if I can download it.

Posted: 24 Apr 2005, 22:58
by sparkyhodgo
Sean, something I've wondered about: you said that when you make a building, the construction unit clears all the trees and levels the terrain automatically. But you didn't say whether other units get out of the way. It would be very helpful if they do!

Also, as I said in another thread, I see some rudimentary weather effects in the screenshots. Over time, the clouds move and change in the sky.

Posted: 24 Apr 2005, 23:25
by Sean Mirrsen
If it weren't there when the building was placed, yes. Constructors guarding a constructor will get out of the construction square if they block it. I never actually cared to look closely what happens if you put a structure where units already stand.

Posted: 25 Apr 2005, 00:15
by smoth
Would it need to work with ota or is a mutator version sufficient?

Multiple monitors

Posted: 25 Apr 2005, 05:50
by Dwarden
ATI's SurroundView├óÔÇ×┬ó - Technology that allows PC users to add an ATI external graphics card to enable three separate displays.
(this needs ATI integrated graphics card at motherboard + any of modern ATI card with dual display support)

Also as ATI will be supporting with new R5xx series of card multiple usage (similar to SLI but it seems it will allow "any" number) ...
then it's evident that will support 2+ diplay outputs too ..

Who are you playing against?

Posted: 25 Apr 2005, 05:59
by Syffer Bidan
Sean, who exactly have you been playing against?

Posted: 25 Apr 2005, 08:41
by Sean Mirrsen
Clouds moving is caused by a feature called "Dynamic Clouds". It has no relation to weather.

Standing units will not obstruct the placing of a building as they did before, they will scatter once the constructor comes up and 'claims the spot'.

I don't know about mutators, but I use original TA content with pretty much verything I've been able to put into here so far. That is, TA:FF, Mechpak Improved, my Drones, The Legacy's EDF, and the custom units made by Cavedog and myself.

I've been playing against.... well, myself. I just build a base, setup defences, then dump it to the AI player and start attacking it. :P

Posted: 25 Apr 2005, 15:39
by sparkyhodgo
Sounds like when you give units to your opponent they don't default to "off." That could be interesting, as "off" mode was put into the first OTA patch to keep you from giving your opponent metal makers to drain his energy.

AI?

Posted: 25 Apr 2005, 20:44
by Syffer Bidan
So, there is an enemy AI function (a la BOTs)?

Posted: 25 Apr 2005, 22:02
by Redfish
sparkyhodgo wrote:Sounds like when you give units to your opponent they don't default to "off." That could be interesting, as "off" mode was put into the first OTA patch to keep you from giving your opponent metal makers to drain his energy.
LOL I remember doing that in a game where I felt totally lame about losing hehe :)

Posted: 26 Apr 2005, 07:32
by smoth
Sean, I made a beta release pakage....
http://www.planetannihilation.com/gundam/
I have the TAM and OTA versions up dor download in the files area of my site. Let me know if either works for you. I apreciate you running my mod in spring. It will be good to hear if the mod even runs in spring *crosses fingers*

Posted: 26 Apr 2005, 07:52
by Sean Mirrsen
Hmm... I'll make a post on this maybe...

Posted: 26 Apr 2005, 18:41
by AF
Yes syffer you can start a game wiht just yourself and aother player but that player has onyl the low level basic AI's that are preprogrammed into the engien such as attacka nd aircraft repair when damaged etc. It wont build, and launch attacks, and issue commands, and manage things or do anything of use. That is where I and triaxx2 come in.

Posted: 26 Apr 2005, 19:37
by Redfish
Yay, my favorite annoy your ally feature: the whiteboard!! Woohoo!