XTA - Page 5

XTA

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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smoth
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Joined: 13 Jan 2005, 00:46

Re: XTA

Post by smoth »

pintle wrote:So can we presume that you have fuck-all intention of responding to the players about their concerns?
Now I am sure he really wants to respond to a post like this.
pintle wrote:A few people have suggested to me in private that they could undertake developement of XTA, remove the broken crap you added and trim the FX so frame rates remain playable.
What is playable? on what kind of machine, I am sorry man but some players are here trying to play spring on a machine that barely can run spring.
pintle wrote: I suggested hold up a and see how you responded either here or on the XTA boards...
Nothing is stopping you from making a mutator or a *xta... lol
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Re: XTA

Post by Noruas »

pintle wrote:So can we presume that you have fuck-all intention of responding to the players about their concerns?

A few people have suggested to me in private that they could undertake developement of XTA, remove the broken crap you added and trim the FX so frame rates remain playable. I suggested hold up a and see how you responded either here or on the XTA boards...
I tried argueing with you people a long time ago but i guess i was too soft back then and still am. I have found certain things that will greatly optomize spring. Most of you people wanted this stupid high detailed smoke fx, while i wanted a nice smooth smoke fx, and so we go with the high detailed smoke for all effects no matter the size, and has an image if 128x128 pixels, while my smooth smoke texture was only 16x16, so in this case most of the lag is the communities fault for pushing me through to do it, so dont be an ass when i say its all our fault for lag this time, other than i am optimizing a large amount of effects and the next version of xta will be much smoother* and a lot less laggier.
pintle
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Re: XTA

Post by pintle »

Stop using "you people" its a retarded term. Address individual points people have raised as opposed to focusing purely on "you made me do it". Nobody asked for 5 fps games, don't pretend any of us did.
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smoth
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Re: XTA

Post by smoth »

If I loaded XTA I suspect it plays at higher then 5 fps.
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Hoi
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Re: XTA

Post by Hoi »

smoth wrote:If I loaded XTA I suspect it plays at higher then 5 fps.
try .setmaxspeed 0.000000001 and your fps will go alot higher
pintle
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Joined: 19 Dec 2005, 16:01

Re: XTA

Post by pintle »

Play a 4v4 or bigger on a decent rig an you will lag to hell when a decent number of the particle fx kick off. Make a few ravens, build a vulcan, set off a few crawling bombs... try actually playing the mod a bit before contributing further to the discussion.
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Hoi
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Re: XTA

Post by Hoi »

pintle wrote:Play a 4v4 or bigger on a decent rig an you will lag to hell when a decent number of the particle fx kick off. Make a few ravens, build a vulcan, set off a few crawling bombs... try actually playing the mod a bit before contributing further to the discussion.
[stupid idea]Maxparticles[/stupididea]
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smoth
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Re: XTA

Post by smoth »

a 4V4 of the current version of gundam with hundreds of mechs fighting can be pretty costly on fps as well.
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Hoi
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Re: XTA

Post by Hoi »

Noruas wrote: I have found certain things that will greatly optomize spring. Most of you people wanted this stupid high detailed smoke fx, while i wanted a nice smooth smoke fx, and so we go with the high detailed smoke for all effects no matter the size, and has an image if 128x128 pixels, while my smooth smoke texture was only 16x16, so in this case most of the lag is the communities fault for pushing me through to do it, so dont be an ass when i say its all our fault for lag this time, other than i am optimizing a large amount of effects and the next version of xta will be much smoother* and a lot less laggier.
woudnt it be possible to base those textures on the amount of players, auto?
pintle
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Re: XTA

Post by pintle »

wouldn't a gundam 4v4 need a map about 40x40 at least? :)
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Hoi
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Re: XTA

Post by Hoi »

pintle wrote:wouldn't a gundam 4v4 need a map about 40x40 at least? :)
not if you play it on tiny coms version
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Noruas
XTA Developer
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Re: XTA

Post by Noruas »

So pintle what if i said again the majority was wrong, and most of you people disagreed with me, should i be able to ignore everybody's demand for 5 fps in a game. Indeed certain things should be fixed atm, but lets say for example that the mine clearer's should be completely removed because everyone said so, should i not allow this if i dis agree due to game play changes that some people do not want? You think you feel betrayed, I betrayed everyone, well fine, but the truth is your probably more likely to betray me in the very near future due to paranoia, or dissatisfaction with my recent workings.

Either way you should at least be a little more happy about the fps boost.
pintle
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Re: XTA

Post by pintle »

I greatly appreciate the work on fps (I myself suffer much more from connection than cpu issues). The one thing that really has upset me is the fact that up until now you have not adressed any of this, but have instead made joke posts etc.

I didn't set out to cause any personal confrontation (As i made clear to you a couple of times) but it happened anyway, which is a shame. I don't think betrayal is the right word, because there was never any agreement you had to honour or anything like that, you work on the mod in your free time for fun, and of course I (and I would hope the others) appreciate this greatly.

What i think really triggered a lot of the resentment amongst people was the sudden addition of new units, after literally years of developement without the addition of new units, suddenly there have been large changes to the game dynamic, with very very little public consultation or room for feedback.

Obivously had you made XTA from scratch, I would be way out of line in saying this, but the fact is that it was a game before you started developing it, and the radical changes seem like a very sudden move, and could have been handled with more tact.

Wall of text blah blah cant be bothered to proof read :-)
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smoth
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Re: XTA

Post by smoth »

Well, those others need to speak out as well, we have only your statement here pintle.

Noraus, it is possible to create a mod options that has an alternate commander with a tech tree with less units. Since all the unit files are there the tech tree would not cause any serious issues with balance work etc as all it would do is allow or disallow the construction of specific units.

While this was an idea I was keeping secret for gundam I guess I should go ahead and let that cat out of the bag. Not an original idea I know but hey there it is.
pintle
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Re: XTA

Post by pintle »

Smoth, this debate raged for a while on the previous xta forums which have been closed (Due to a lack of moderation) and continue a little on the current xta boards, the vast majority of the people i am "representing" dont use these forums.
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smoth
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Re: XTA

Post by smoth »

tell them register. Otherwise your statement has little in the way of backers. I could say that I have "a small army" of talented people texturing my models but it is really me.

Also doesn't my proposed solution satisfy what they are requesting(reduced new unit count?)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: XTA

Post by AF »

Smoth wrote:I could say that I have "a small army" of talented people texturing my models
The truth at last!
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smoth
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Joined: 13 Jan 2005, 00:46

Re: XTA

Post by smoth »

I have at least 3 Chinese girls, for dramatic irony I had them all focused on the cod of the char gelgoog.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: XTA

Post by AF »

I let 3 year olds on my forum account to boost my post count
pintle
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Joined: 19 Dec 2005, 16:01

Re: XTA

Post by pintle »

Smoth, you didn't read the old XTA forums, I can email you the sql dump if you really want. Suffice to say I do not have to justify my statements to an audience of people who don't play XTA.

It's entirely possible without any effort on the part of Noruas for people just to disallow the units (amphib fac, mineclearer bot, nanotowers) in the hosting options, commander morphing is already a mod option. These are relatively minor quibbles compared to a few larger balance and performance issues which are not fixable by just switching out units.
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