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yay

Posted: 19 Oct 2007, 01:29
by rcdraco
I've done a crud load of work and it's finally payed off, I present the Solar Panel, and Hydrogen Compressor.

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As usual, click to make it bigger. It saves load time, and side spacing.

new update

Posted: 24 Oct 2007, 01:28
by rcdraco
Here's the new version, don't expect another release for a while.

http://www.unknown-files.net/spring/3684/BloX_v8/

Posted: 24 Oct 2007, 21:02
by Death Dragon
It's the current second most played mod today. :wink:
http :// spring.clan-sy.com/stats/

(no hyperlinks for me :?)

well

Posted: 25 Oct 2007, 02:32
by rcdraco
Evolving Cannon Script done, and Area of effects lowered to fix flying solar panel bugs.

I present the new cannon, the more it fights, the more guns it gets, up to 3 mini cannons, making keeping the units alive more vital then ever.

Image


As before, just click to expand.

New Idea

Posted: 26 Oct 2007, 19:15
by rcdraco
Working on the new units, more or less updating older units and replacing them for the new system of upgradeable turrets, and retiering units to balance it. The Cannon above has been replaced with a fully upgradeable version that can only upgrade to level 4 and get a double cannon, and a minigun.

The new units are Advanced Builder, Combat Repair Turret, Advanced Combat Repair Turret, Heat Seeking Missiles, Flamethrower, Behemoth Mega Tank, and Machine Gun[Upgrades to gatling gun at level 5].

The Artillery has been moved to tech 2, and there is still a bug with the radar that makes it unable to function while being transported. I have fixed the flying Solar Panel bug, and doing some tuning to make the Builder need resources to build another builder.

EDIT: A little preview of the new cannon script

Code: Select all

#define TA			// This is a TA script

#include "sfxtype.h"
#include "exptype.h"



piece  base, gun1, barrel1, gun2, barrel2, gun3, barrel3l, barrel3r, minigun, minibarrel;




static-var Exp;




// Signal definitions
#define SIG_AIM				2
#define SIG_AIM_2			4
#define SIG_AIM_3			8
#define SIG_AIM_4			16





SmokeUnit(healthpercent, sleeptime, smoketype)
{
	while( get BUILD_PERCENT_LEFT )
	{
		sleep 400;
	}
	while( TRUE )
	{
		healthpercent = get HEALTH;
		if( healthpercent < 66 )
		{
			smoketype = 256 | 2;
			if( Rand( 1, 66 ) < healthpercent )
			{
				smoketype = 256 | 1;
			}
			emit-sfx smoketype from base;
		}
		sleeptime = healthpercent * 50;
		if( sleeptime < 200 )
		{
			sleeptime = 200;
		}
		sleep sleeptime;
	}
}

GetExp()
{
	Exp = Get VETERAN_LEVEL;
	if (Exp <= 20)
	{
		hide barrel2;
		hide barrel2;
		hide barrel3l;
		hide barrel3r;
		hide gun2;
		hide gun3;
		hide minigun;
		hide minibarrel;
	}
	if (Exp > 20 and Exp <= 40)
	{
		hide barrel1;
		hide gun1;
		show gun2;
		show barrel2;
	}
	if (Exp > 40 and Exp <= 60)
	{
		hide barrel1;
		hide gun1;
		hide barrel2;
		hide gun2;
		show gun3;
		show barrel3l;
		show barrel3r;
	}
	if (Exp > 60)
	{
		hide barrel1;
		hide gun1;
		hide barrel2;
		hide gun2;
		show gun3;
		show barrel3l;
		show barrel3r;
		show minigun;
		show minibarrel;
	}	
	sleep 600;
	start-script GetExp();
}

Create()
{
	start-script SmokeUnit();
	start-script GetExp();
	hide barrel2;
	hide barrel2;
	hide barrel3l;
	hide barrel3r;
	hide gun2;
	hide gun3;
	hide minigun;
	hide minibarrel;
}

AimWeapon1(heading, pitch)
{
	While(Exp <= 20)
	{
		signal SIG_AIM;
		set-signal-mask SIG_AIM;
		turn gun1 to y-axis heading speed <300>;
		turn barrel1 to x-axis <0> - pitch speed <300>;
		wait-for-turn gun1 around y-axis;
		wait-for-turn barrel1 around x-axis;
		return (1);
	}
}

FireWeapon1()
{
	move barrel1 to z-axis [-3] now;
	sleep 100;
	move barrel1 to z-axis [0] now;
}

AimFromWeapon1(piecenum)
{
	piecenum = gun1;
}

QueryWeapon1(piecenum)
{
	piecenum = barrel1;
}

AimWeapon2(heading, pitch)
{
	If (Exp > 20 and Exp <= 40)
	{
		signal SIG_AIM_2;
		set-signal-mask SIG_AIM_2;
		turn gun2 to y-axis heading speed <300>;
		turn barrel2 to x-axis <0> - pitch speed <300>;
		wait-for-turn gun2 around y-axis;
		wait-for-turn barrel2 around x-axis;
		return (1);
	}
}

FireWeapon2()
{
}

AimFromWeapon2(piecenum)
{
	piecenum = gun1;
}

QueryWeapon2(piecenum)
{
	piecenum = barrel1;
}

AimWeapon3(heading, pitch)
{
	If (Exp > 40)
	{
		signal SIG_AIM_3;
		set-signal-mask SIG_AIM_3;
		turn gun3 to y-axis heading speed <300>;
		turn barrel3l to x-axis <0> - pitch speed <300>;
		turn barrel3r to x-axis <0> - pitch speed <300>;
		wait-for-turn gun3 around y-axis;
		wait-for-turn barrel3l around x-axis;
		wait-for-turn barrel3r around x-axis;
		return (1);
	}
}

FireWeapon3()
{
}

AimFromWeapon3(piecenum)
{
	piecenum = gun3;
}

QueryWeapon3(piecenum)
{
	piecenum = barrel3l;
	sleep 200;
	piecenum = barrel3r;
	sleep 200;
	
}

AimWeapon4(heading, pitch)
{
	If (Exp > 60)
	{
		signal SIG_AIM_4;
		set-signal-mask SIG_AIM_4;
		turn minigun to y-axis heading speed <300>;
		turn minibarrel to x-axis <0> - pitch speed <300>;
		wait-for-turn minigun around y-axis;
		wait-for-turn minibarrel around x-axis;
		return (1);
	}
}

FireWeapon4()
{
}

AimFromWeapon4(piecenum)
{
	piecenum = minigun;
}

QueryWeapon4(piecenum)
{
	piecenum = minibarrel;
}

SweetSpot(piecenum)
{
	piecenum = base;
}

Killed(severity, corpsetype)
{
	hide barrel1;
	if( severity <= 25 )
	{
		corpsetype = 1;
		explode gun1 type BITMAPONLY | BITMAP1;
		explode base type BITMAPONLY | BITMAP2;
		explode barrel1 type BITMAPONLY | BITMAP3;
		explode gun1 type BITMAPONLY | BITMAP4;
		return (0);
	}
	if( severity <= 50 )
	{
		corpsetype = 2;
		explode gun1 type FALL | BITMAP1;
		explode base type BITMAPONLY | BITMAP2;
		explode barrel1 type FALL | BITMAP3;
		explode gun1 type FALL | BITMAP4;
		return (0);
	}
	if( severity <= 99 )
	{
		corpsetype = 3;
		explode gun1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
		explode base type BITMAPONLY | BITMAP2;
		explode barrel1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
		explode gun1 type SHATTER | BITMAP4;
		return (0);
	}
	corpsetype = 3;
	explode gun1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
	explode base type BITMAPONLY | BITMAP2;
	explode barrel1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
	explode gun1 type SHATTER | BITMAP4;
}

Posted: 26 Oct 2007, 23:10
by Archangel of Death
Those while's in the aim functions should be if's. Partially because you should avoid using while's in aim functions due to Spring calling the aim function several times per second, but mostly because it is never going to repeat again anyway, when a function "return"s anything it is over.

got it

Posted: 26 Oct 2007, 23:25
by rcdraco
Fixed, tested ingame, no major difference, but probably makes a difference when there's 100's of these ingame.

yea

Posted: 29 Oct 2007, 18:29
by rcdraco
Still doing some work on it, I just got back on my pc today, I'll try to finish up a few more models, uvmap, script, etc. , this week, and hopefully release Friday or Saturday.

Advanced builder, Laser, Seeker Missiles, Machine Gun, Repair Turret, Advanced Repair Turret, Resurrection Turret, Flamethrower, Cannon, and Artillery, and Behemoth are done. I have to finish the Lighting Gun, Shotgun, Jabojet, and Paralyzer yet.

The Cannon is almost done being UV mapped . Upping Builder Costs more, and lowering their HP, slightly increasing Chassis costs, increasing tankbase speed, and adding crush strength to all classes. The Behemoth will be a 6 slot megatank about 60% as fast as the Spider Tank, with double the HP, and around 190% of the cost and build speed. Doing a little more balance tweeks, and tuning out the resources [possibly adding a metal extractor].

Adding more weapon classes, and working on the Jabojet[based on the gmod version :D]. I've got a lot of work ahead of me, and the release isn't guaranteed at this point.

Re: yea

Posted: 30 Oct 2007, 08:03
by clumsy_culhane
rcdraco wrote:Still doing some work on it, I just got back on my pc today, I'll try to finish up a few more models, uvmap, script, etc. , this week, and hopefully release Friday or Saturday.

Advanced builder, Laser, Seeker Missiles, Machine Gun, Repair Turret, Advanced Repair Turret, Resurrection Turret, Flamethrower, Cannon, and Artillery, and Behemoth are done. I have to finish the Lighting Gun, Shotgun, Jabojet, and Paralyzer yet.

The Cannon is almost done being UV mapped . Upping Builder Costs more, and lowering their HP, slightly increasing Chassis costs, increasing tankbase speed, and adding crush strength to all classes. The Behemoth will be a 6 slot megatank about 60% as fast as the Spider Tank, with double the HP, and around 190% of the cost and build speed. Doing a little more balance tweeks, and tuning out the resources [possibly adding a metal extractor].

Adding more weapon classes, and working on the Jabojet[based on the gmod version :D]. I've got a lot of work ahead of me, and the release isn't guaranteed at this point.


really looking forward to testing the next release :)

posting reply

Posted: 01 Nov 2007, 18:28
by rcdraco
I have the cannon, and machine gun ingame, hopefully adding a new gun tonight, the release may not be done for a few weeks. Next Friday, or later.

Re: BloX

Posted: 20 May 2008, 19:56
by rcdraco
Luckily for me, before I wiped my harddrive, I had sent the mod and the models already sent to my e-mail, so I was able to retrieve the files thanks to the power of yahoo. As far as the mod is concerned, I'm going to attempt to patch it up and fix the balance issues. The evolving works nicely, but I lost the working files from v8. The machine gun is no longer in the mod, but is a model with full evolving tree. The fusion builder most likely will build the behemoth, megaplane, spidertank, rockets, artillery, builder, fusion builder, and flamethrower. The basic builder will build the tank, double tank, cannon, solar, hydro compressor, laser, builder, and fusion builder.

Re: BloX

Posted: 20 May 2008, 23:36
by Forboding Angel
rcdraco wrote:Luckily for me, before I wiped my harddrive, I had sent the mod and the models already sent to my e-mail, so I was able to retrieve the files thanks to the power of yahoo. As far as the mod is concerned, I'm going to attempt to patch it up and fix the balance issues. The evolving works nicely, but I lost the working files from v8. The machine gun is no longer in the mod, but is a model with full evolving tree. The fusion builder most likely will build the behemoth, megaplane, spidertank, rockets, artillery, builder, fusion builder, and flamethrower. The basic builder will build the tank, double tank, cannon, solar, hydro compressor, laser, builder, and fusion builder.

Maek free SVN FOO!

http://www.assembla.com

Re: BloX

Posted: 21 May 2008, 03:48
by rcdraco
Yea, I had one of those for TPW, BloX was and always will be a me alone effort. I've lost the working copy with the upgradeable machine gun, as well as a few of the models.

Re: BloX

Posted: 23 May 2008, 19:39
by rcdraco
Just to do SOMETHING interesting.

I'm making a low poly version of the mod that will stick with Maelstorm's ideas. It will still hold a pretty cartoony feel, and I intend to keep a 3 stage upgrade system for cannons, as well as 3 for the tech 2 version of the gun.

The Chameleon Spy will be a heavy unit that has a cloaking shield. It will be restricted to one per 2 slot chassis, and make heavy chassis have less available room as well.

Floating Car vs. Hovercar, I have no idea what the difference would be. The FloatingCar can be an amphibious tank, and the HoverCar can be a hovercraft that is fast, but has only 1 slot.

Re: BloX

Posted: 23 May 2008, 20:00
by Pxtl
rcdraco wrote:Yea, I had one of those for TPW, BloX was and always will be a me alone effort. I've lost the working copy with the upgradeable machine gun, as well as a few of the models.
Just because you work alone doesn't mean that there isn't an advantage to using an off-site revision system. I use SourceForge for my hobby projects simply so I don't have to worry about backing up. I can try all the stupid ideas I like (both related to the project or just screwing with my PC), safe in the knowledge that, if I destroy anything, I can get the last working version back.

Re: BloX

Posted: 24 May 2008, 05:25
by rcdraco
Here they are, new models. :D

Tuatara, Light Beam Laser, Focuses a nearly constant beam on a target.

Image

Skink, Rapid Fire Plasma Cannon.

Image

Salamander, Flamethrower.

Image

Builder, Builds stuff.

Image

FastCar, 1 slot 3 wheeled car.

Image

Re: BloX

Posted: 24 May 2008, 19:06
by rcdraco
I'm going to steal my content from TPW to build this up faster, TPW has great sounds, as well as being 100% free of OTA content. :D

EDIT: Redesigned the FastCar to waste less polygons. Still looks top heavy, but I'll keep working on that.

Image

EDIT 2: At the addition of more polygons, I've gotten the final design for the FastCar now.

Image

Re: BloX

Posted: 25 May 2008, 07:19
by rcdraco
I've gotten 3 units working ingame now. :D

FastCar's with Builder and Skink loaded
Image

Skink
Image

Builder
Image

Re: BloX

Posted: 25 May 2008, 17:29
by rcdraco
First Working version of it:

http://spring.jobjol.nl/show_file.php?id=1057

Includes the builder, the fastcar, and the skink.

EDIT: Here is the UberCar, it's uber cause it looks like a train. :D

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Re: BloX

Posted: 26 May 2008, 01:47
by rcdraco
Here is the UberCar next to it's little brother on Sands of War.

Image