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Gundam Annihilation beta 0.98

Posted: 02 Jan 2006, 20:47
by smoth
Image
http://www.fileuniverse.com/?p=showitem&ID=2084
just put the file in your base spring dir... it will take over from there.


homepage:http://www.planetannihilation.com/gundam/
unit info for lazy bastids:http://www.planetannihilation.com/gundam/unitinfo.html

I busted my hump to get this to ya'll I hope the wait was not too bad.

Here you mugs go... now the known bugs:
  • The acguy and zgok cannot enter.. the water.. I have no idea why

    the gallop does not transport yet.. that is simply because I have not finished his script.

    The fedcommander has spinning thighs.. nothing wrong with the script... nothing wrong with the peicename.... something weird with spring... SYs? any idea?(fixed for next version)

    Rx-78, dom, kampfer weird weapon behavior(fixed for next version)

    Zeke heavy factory construction issue(fixed for next version)
Feel free to report further bugs. I will do my best to address them.
Oh and untill there is a no game end on commander death the game can end abruptly... sys please add the option.

Umm,yeah... so I am like looking for cool screens. If I can get some from you guys that would be awesome!

Posted: 02 Jan 2006, 20:58
by Dragon45
What's the piecename of the thighs?

Posted: 02 Jan 2006, 20:59
by Felix the Cat
What in the world is a Gundam, and why would one want to annihilate it?

Posted: 02 Jan 2006, 21:00
by AF
I think the shot I originally put up in the wiki of gundam looks much better than that one.....

Posted: 02 Jan 2006, 21:23
by smoth
Felix the Cat wrote:What in the world is a Gundam, and why would one want to annihilate it?
http://en.wikipedia.org/wiki/Gundam

or to simply explain it... gundam a LONG running series of anime...


total annihilation using a "gundam"

Gundam-tachi annihilating

Gundam annihilation... is the return of the favor... since I am a zeon fan... I named the mod thus.
Alantai Firestar wrote:I think the shot I originally put up in the wiki of gundam looks much better than that one.....
yeah, the other one was taken out of a test match. Of course if you want to submit a better one I would be pleased about it :).
Dragon45 wrote:What's the piecename of the thighs?
I meant calf.... anyway.. the peicenames are : calfa and calfb

However, the code clearly states:

Code: Select all

	spin c around y-axis speed<230>;
which 'c' is an actual peice name

Posted: 02 Jan 2006, 21:28
by Nemo
Why make this a crude mod, instead of one that can be switched to with the lobby?

As far as I know, its not hard to put together a .sd7 so you can switch back and forth between your mod and others.

But I might be wrong >_>

Posted: 02 Jan 2006, 21:42
by smoth
Nemo wrote:Why make this a crude mod, instead of one that can be switched to with the lobby?

As far as I know, its not hard to put together a .sd7 so you can switch back and forth between your mod and others.

But I might be wrong >_>
Umm, yeah, thanks. If I did that there would be a THIRD spring only release of the mod. This is a beta... I don't think anyone here is really all that interested in it.

if people really want me to I can but... I really don't think many of you will play it. I'll think about it but do you have any idea how much work I put into this release. I even gave you people a unit-info section listing in detail all of the units(note units, not buildings) and information gathered from all the play testing. I rescripted the walk animations and you want to call it a crude release because I didn't put it in 7zip? Thanks pal.

I worked my arse off yesterday to get this to you guys. This is a beta... I do not want this floating around the net yet. after people have given me bugs to fix I will later make a spring specific release. however, the amount of clutter my spring directory has from beta maps and beta mods is ridiculous. I want to give you guys a finished release. Too many mod makers are releasing sub-versions of their mods. I do not want to make a 0.98.02a release... would you not rather have a 1.0 release?

However, if people really like the mod and if people really want to play it I will put it in a 7zip and make it not crude for you.

Posted: 02 Jan 2006, 21:51
by Nemo
Oi, chill...I meant no offense, that's just the name for mods that can't be accesed through the lobby.

Check fileuniverse some time, the mods section. There's the mods, and then the 'crude' mods, meaning that they only work by dumping them in your spring folder.

I definately appreciate your work, but I bet people would take more interest if they could easily flip between it and other mods.

Posted: 02 Jan 2006, 21:59
by smoth
:oops: Forgive me, I am a bit edgy I was grinding away on this thing from yesterday morning till about 2am this morning.

If you guys want to use this beta I can make it 7zip. I just figured most of you were not that interested in it.

Posted: 02 Jan 2006, 22:24
by Gnomre
It's probably wisest to make it compatible with the lobby, that way people can play it online if they're interested. If you do it, this is basically what you'll need in your modinfo.tdf file:

Code: Select all

[MOD]
{
	Name=Gundam Annihilation 0.92b;
	Description=Nothing actually reads this yet, but go nuts;
	URL=http://www.planetta.com/gundam/;

	ModType=1;

	NumDependencies=3;
	Depend0=springbitmaps_v061.sdz;
	Depend1=springdecals_v061.sdz;
	Depend2=otacontent.sdz;
}
That will give you the bitmaps spring requires (and ships with), the ground burn decals, and all of the OTA textures and sounds and cursors packaged with Spring so you don't have to include them yourself. I haven't looked at the mod yet, but I'm assuming if it works in Spring you have all your custom textures extracted in bitmap form so they work as well. That's pretty much all there'd be to that.

Oh, and looking at that screenshot: You have the blackface bug, it seems. It happens when a unit has two groundplate faces. Spring hides the main one automatically, but if there are two there (for whatever reason), the second will render as an ugly black face on the ground like that. Just a head's up to what causes that.

Posted: 02 Jan 2006, 22:34
by smoth
as far as dependencies goes yeah, the mod seems to have acess to them just fine and we have played multiplayer with it(spring thinks it is just ota).

I'll have to look into the 7z later on tonight. I'll also look at fixing that black ground plate.

Posted: 02 Jan 2006, 22:47
by Doomweaver
I'm interested, but if I can't play it online, then i'm not. :P

Posted: 02 Jan 2006, 23:27
by smoth
like I said you can. it would be as though you were playing xta.

I'll look at the 7zip thing later on.

Posted: 03 Jan 2006, 06:25
by smoth
fighting with the sdz thing now... it shows up when I choose host game... but when it goes to start it just sitts there at getting unit list.
8)
ignore the abbove statement, the problem was 7zip, smartzip did it no problem. arrrgh

Posted: 03 Jan 2006, 10:37
by Zenka
I like the idea, since I'm a gundam fan myself.
The mod itself is somewhat lineair.
A mex gives 1710 metal (on castels), so you won't have to worry about recources.
You got 30 diffrent mechs, all doing the same and you got 2 airplanes and a radar plane.

Anyway, the mechs themself look nice. expet the "comm" (can't select by pressing ctrl+c), that one looks weird. (rotatable knees?)
Image

Image

Image
I don't get this factory at all. A mech with no head builds? necromancy I tell you! aaargh we all gonna die and ressurected again! Note: by comm is standing behind the wall building too.

Image
No fun without an enemy, but the sound of the rifels are nice ^.^

Loads of work to do, but keep it up. :)

Posted: 03 Jan 2006, 17:53
by smoth
wow, thanks for the feedback.

Yeah, the rotating calfs were not on purpose it was some odd spring bug. it is fixed now.

I am hoping it is because spring is beta it's self but it seems like the mechs are are behaving oddly when compared to their behavior in ota. In ota there is no build one mech solution. in spring that may be different. I am not sure I am going to have the time to get it working with the already existing ai. I can try I was told that the ai was not going to need that long text file but it seems that the specific ai I was was being told about has not and will not be completed soon. :\.

Oh well, I'll try to get it working with the ai so I can see what you mean about the mechs all behaving the same way as far as combat goes. Could you expand the linear comment? I am not quite sure I get what you mean.

As far as aircraft go, I cannot do much about it. In the anime there are limited aircraft. If I can get some time I'll look more into it. I know zeon had a helicopter.

Posted: 03 Jan 2006, 18:19
by Plo Koon
It is possible to have a sd7 mod instead of a crude mod?
in that way more players will test it

Posted: 03 Jan 2006, 18:32
by Guessmyname
How to play against an enemy, but without an ai, in SP.

Activate cheats.
Activate Nocost. Make a large army and send it to a certain point on the map
Enter .team 1 and make another large army and send to the same point.
Go spectate and watch the dead mount

Posted: 03 Jan 2006, 18:44
by smoth
Plo Koon wrote:It is possible to have a sd7 mod instead of a crude mod?
in that way more players will test it
read the thread plo koon. there are >4 posts about it.

Posted: 03 Jan 2006, 22:27
by Plo Koon
smoth wrote:
Plo Koon wrote:It is possible to have a sd7 mod instead of a crude mod?
in that way more players will test it
read the thread plo koon. there are >4 posts about it.
eh eh! :-) and now there're 5 post about it
... I really don't think many of you will play it.
I know that's wrong