Page 5 of 27
Posted: 12 Aug 2007, 18:40
by Boirunner
This is very cool. Sucks that you can't do mazing though as I like that best.
Posted: 12 Aug 2007, 19:18
by AF
that youtube video dls at 4kbps. Itd take hours to watch the first minute
Posted: 12 Aug 2007, 19:24
by Satirik
the icons are ugly
edit : the missiles don't fit their tubes (if you understand what i say :))
Posted: 12 Aug 2007, 19:30
by BlackLiger
AF wrote:that youtube video dls at 4kbps. Itd take hours to watch the first minute
Really? Took me ... oh.... 30 seconds.
Not a bad movie either, although the music was rubbish.
Posted: 12 Aug 2007, 21:24
by smoth
Satirik wrote:the icons are ugly
edit : the missiles don't fit their tubes (if you understand what i say :))
A L P H A
typically includes temporary material and multiple product-breaking issues.
*I should probably add this, we are working on an alpha going "OH THAT LOOKS LIEK CRAP" is not useful and not why we are showing you shots. The shots are so you guys can see progress and let us know(PLEASE) What you like in the progress. Alpha is a stage where there may or may not be placeholders, shitty build pictures? yeah that is probably a place holder, use some common sense. Well texture models, odds are they are going to stay.
On the issue of *ZOMYGOSH SUKS THAT YOU DON'T HAVE MAZE"
Here are a few answers pick your favorite which I feel should be #1
1. Maze can be done but we are doing traditional first
2. Unit pushing can push units INTO towers making them stuck
3. maze is shallow as all you need is two openings to open/close and you can hold the swarms just fine.
Can I haev alpha?
No, mainly because we will hear a lot of bugs that we already fixed. We are working at blazing speeds right now and making huge progress. Odds are any alpha bugs are fixed already and you really want the alpha to play it. It isn't done, a beta is playable, an alpha is setting up groundwork. To give out an alpha would be to show you a shitty version that is at best a crude example of the final product. We have ample done as an example of progress(keep in mind this is less then a handfull of days time).
Scripted and textured units:
12 turrets.
5 creeps.
texture but not scripted:
3 creeps(will be fixed within the next two hours(LARGE OVERESTIMATE))
Lua Scripting
moving along fine, we have upgrade, build anywhere, pathing, gold system independent of spring metal an energy, wave announcements, progress, timer bar and count. Several other things are being worked on.
Posted: 12 Aug 2007, 22:28
by Boirunner
smoth wrote:3. maze is shallow as all you need is two openings to open/close and you can hold the swarms just fine.
in wc3 td it's scripted as " if (can't reach destination) then (attack towers)". should work in spring too afaik.
not to complain, i'll be very happy with a non-mazing td too. :D
i have to concede smoth is pretty cool when he's not busy going batshit insane.
Posted: 12 Aug 2007, 23:15
by smoth
references for satirik:
Top row
lightening, Rocket, machinegun
second row
Fire, laser, cannon
third row
anti air
Posted: 13 Aug 2007, 00:07
by Adalore
Can I have the Beta then? I want to distroy the swarms of beasts.
Edit!
Bwahahhaha I rule the seventh page! BWHEAHEAHEHAHA, now spawn in 7's my Creep's and Overwelm their weak defences! Dang I see so many red lines under alot of my words.
Posted: 13 Aug 2007, 00:34
by url_00
Posted: 13 Aug 2007, 02:03
by smoth
Posted: 13 Aug 2007, 02:23
by hunterw
so do we get to micro the missile silos? cause thats how they are gona do the most dmg
Posted: 13 Aug 2007, 02:25
by url_00
Nice buttons!

Posted: 13 Aug 2007, 02:32
by Neddie
I like that, but you may need to push the counters up visually, right now they overlap with units selected.
Posted: 13 Aug 2007, 02:43
by Snipawolf
Make it to where if two electricity towers are next to each other, they give each other a 25% damage boost
(With cool sfx, too)
Posted: 13 Aug 2007, 02:49
by Mars
And make all towers uppgradeable.

Posted: 13 Aug 2007, 02:57
by pintle
how is fps mode going to feature?
this is looking awesome btw :)
Posted: 13 Aug 2007, 04:25
by GravitySpec
Those pictures are great! Nice upgrade to the map texture and buttons. It's really starting to come together.

Posted: 13 Aug 2007, 04:48
by smoth
neddiedrow wrote:I like that, but you may need to push the counters up visually, right now they overlap with units selected.
Wow, you really need to start reading things. Go back to page six and read the reminder about ALPHA. You of all people should know that the suggestion isn't needed. Seriously neddie read my post.
pintle wrote:how is fps mode going to feature?
It isn't. you do not have time for that.
Mars wrote:And make all towers uppgradeable.

the red machine gun is a level 3 and the green tower is a level 2... as in I had to upgrade them.
Posted: 13 Aug 2007, 04:57
by trepan
You can use LuaRules to block FPS mode with the following call-in:
AllowDirectUnitControl(unitID, unitDefID, unitTeam, playerID)
Note that this allows you be selective as to which units can use FPS
mode, and even which team / player can use it (FPS upgrades?

)
Posted: 13 Aug 2007, 05:06
by Zpock
Ohh this is interesting I want to understand how to use LUA someday. Some good examples and stuff is really needed to learn from. This is just the stuff, custom game mechanics...
I hope the code is readable, but god I hate the textiness of LUA....
Code: Select all
local function HideCmdDescs(unitID)
local cds = Spring.GetUnitCmdDescs(unitID)
if (cds) then
for i = 1, cds.n do
if ((cds[i].id >= 0) and (cds[i].id ~= CMD_DEPLOY_READY)) then
Spring.EditUnitCmdDesc(unitID, i, { hidden = true })
end
end
end
end
wish it was brackets... /end random rant