Just played .7, last I played was .5

Just played .7, last I played was .5

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Eaglebird
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Just played .7, last I played was .5

Post by Eaglebird »

I'm impressed, but had a few questions/suggestions, if anyone's listening.

First off, I think the laser beams are a little large for lasers. Compared to TA, at least the TA I played, they look like they've been scaled up about 10 times.

Second, this may be a bug but I'm not sure, rockets seem to bounce off terrain in some situations, unless it's just the vehicle I was firing from (Jethro). They also go a bit slow, at least I think so.

Third, as someone that's played RTS's and RP's and FPS's, I think the vehicle moving.. thing, could be a bit better. The problem is, if I'm controlling a unti, I'd like to press the forward arrow and go forward, not another direction. I think it'd be a good idea to set it up so that units with turrets move the turret freely when stopped, at least for the player view, and then align with the turret when the forward arrow is pressed to go forward. Impossible, or just for the sake of being able to fire sideways from a tank while flying at 30MPH, it's just a suggestion.

Fourth, I've noticed the units can't really fire past eachother or at eachother. I believe you should be able to fire on your own units, accidentaly or on purpose. Laser towers esp., need to be able to fire past eachother. It seems like if you made a line of LLTs and put an enemy at one end of the line, the only LLT that could fire is that one on the end. I, however, did not get a chance to actually get into battle, I just tested out the .70.

Fifth, back on lasers, I didn't pay much attention, but do the bolts travel fast enough? Also, the HLT, for Arm at least, is a bit annoying in player controlled view. It switches between both cannons, I feel the view should be centered and remain still while the turret turns to hit the target.

Oh, and maybe the fact that I D-Gun'd a rut in the earth and got stuck in it.. bug or just a feature? :P
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Min3mat
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Post by Min3mat »

:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:

damn noobs...even the flamethrower fails ;_;

Fourth, I've noticed the units can't really fire past eachother or at eachother. I believe you should be able to fire on your own units, accidentaly or on purpose. Laser towers esp., need to be able to fire past eachother. It seems like if you made a line of LLTs and put an enemy at one end of the line, the only LLT that could fire is that one on the end. I, however, did not get a chance to actually get into battle, I just tested out the .70.
This is called F-L-A-N-K-I-N-G. It is part of a repertoire of what some would call S-T-R-A-T-E-G-Y.

Missiles do not go slow by any means. Laser beam sizes are fine. Even if there were problems with either GO TO THE MOD MAKERS not the DEVELOPERS

The forward button makes you go forward. The mouse controls where your turret is looking. the <- / -> buttons make you turn (the base of the vehicle)

Again on the bolts speed. MODDERS not DEVELOPERS

Yes units can get stuck in uneven terrain...yes it IS a feature, just like the 'OMG the gruond CANGES when i fier miss1lez at eet! WTF LOL' (terrain deformation)
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Tim Blokdijk
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Re: Just played .7, last I played was .5

Post by Tim Blokdijk »

Eaglebird wrote:I'm impressed, but had a few questions/suggestions, if anyone's listening.
...
It's nice to know that you are impressed. :-)
Development never stops with open source so it's quite fun to keep an eye on all the new stuff.

And about your suggestions, please take the time to learn more about the engine and its mods before you make suggestions in the development forum.
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Eaglebird
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Post by Eaglebird »

Min3mat wrote::shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:

damn noobs...even the flamethrower fails ;_;

Fourth, I've noticed the units can't really fire past eachother or at eachother. I believe you should be able to fire on your own units, accidentaly or on purpose. Laser towers esp., need to be able to fire past eachother. It seems like if you made a line of LLTs and put an enemy at one end of the line, the only LLT that could fire is that one on the end. I, however, did not get a chance to actually get into battle, I just tested out the .70.
This is called F-L-A-N-K-I-N-G. It is part of a repertoire of what some would call S-T-R-A-T-E-G-Y.

Missiles do not go slow by any means. Laser beam sizes are fine. Even if there were problems with either GO TO THE MOD MAKERS not the DEVELOPERS

The forward button makes you go forward. The mouse controls where your turret is looking. the <- / -> buttons make you turn (the base of the vehicle)

Again on the bolts speed. MODDERS not DEVELOPERS

Yes units can get stuck in uneven terrain...yes it IS a feature, just like the 'OMG the gruond CANGES when i fier miss1lez at eet! WTF LOL' (terrain deformation)
Hey you know, I didn't come here to be flamed, smartass. I suggested a few things for the TA spring development team, and am asking about how everyone else feels that I've outlined. I can change the game myself, yes, but in the whole of Spring, what about what I said?
Yes units can get stuck in uneven terrain...yes it IS a feature, just like the 'OMG the gruond CANGES when i fier miss1lez at eet! WTF LOL' (terrain deformation)
OMG HEY I didn't mean it that way. Yes, the ground deforms, but should I be able to dig a rut to china and lose myself in it? Esp. if it's my commander.
Again on the bolts speed. MODDERS not DEVELOPERS
Modders don't make the game. They make MODS for it. Hey, wow, neat connection there, huh?
The forward button makes you go forward. The mouse controls where your turret is looking. the <- / -> buttons make you turn (the base of the vehicle)
I didn't ask for a quick tutorial, hon', I asked if it'd be less awkward to make it so that the turrets align with the body or vice-versa. It's not exactly the most fun thing in the world to do to have to align your turret with your body, looking at the animation in the corner, JUST so you can walk forward in that desired direction.
Missiles do not go slow by any means. Laser beam sizes are fine. Even if there were problems with either GO TO THE MOD MAKERS not the DEVELOPERS
Missiles travel pretty fast in real life, bud. Blink of an eye and faster. Their speed now is fine, yes, but would it be more realistic, and even so more accurate, to have faster missiles? And just FYI, if you didn't know, I'm not talking about the nukes and such.
This is called F-L-A-N-K-I-N-G. It is part of a repertoire of what some would call S-T-R-A-T-E-G-Y.
Of what SOME would call strategy. When I play Total Annihilation, I expect my units to be able to fire past eachother, even at eachother. I'd rather not wait for the one in front of another to be turned into a writhing mass of molten metal just so the one behind it can fire over what was, its shoulder.
damn noobs...even the flamethrower fails ;_;
I don't see anyone else worrying themselves over what I put forth. Maybe you'll shut the hell up long enough to learn some respect.
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Eaglebird
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Re: Just played .7, last I played was .5

Post by Eaglebird »

Tim Blokdijk wrote:
Eaglebird wrote:I'm impressed, but had a few questions/suggestions, if anyone's listening.
...
It's nice to know that you are impressed. :-)
Development never stops with open source so it's quite fun to keep an eye on all the new stuff.

And about your suggestions, please take the time to learn more about the engine and its mods before you make suggestions in the development forum.
I'm really more interested in finding out what the overall goal for TA Spring is. I plan on a few mods for myself, (nothing huge, just some unit additions), but what about TAS? It seems to me like, well, a more modern form of Total Annihilation, and my suggestions/questions were more oriented towards making it.. how do you say, in tune? with what total annihilation was.

I do appreciate the engine and the work you guys have done, I've been wanting something like this for ages.
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jcnossen
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Post by jcnossen »

Min3mat is having a bad day? How about not flaming him instantly?
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Eaglebird
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Post by Eaglebird »

jcnossen wrote:Min3mat is having a bad day? How about not flaming him instantly?
And how was I supposed to know that?
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jcnossen
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Post by jcnossen »

Lol, I'm defending you here, but my message is a bit confusing :P
I figured min3mat was the only one flaming. But still, it was incorrect use of the word "him"...
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Eaglebird
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Post by Eaglebird »

jcnossen wrote:Lol, I'm defending you here, but my message is a bit confusing :P
I figured min3mat was the only one flaming. But still, it was incorrect use of the word "him"...
Oh, I see. :P
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Das Bruce
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Post by Das Bruce »

Eaglebird wrote:OMG HEY I didn't mean it that way. Yes, the ground deforms, but should I be able to dig a rut to china and lose myself in it? Esp. if it's my commander.
Map maker issue, bug them.
Eaglebird wrote:Modders don't make the game. They make MODS for it. Hey, wow, neat connection there, huh?
Projectilve velocity is a mod thing.
Eaglebird wrote:Missiles travel pretty fast in real life, bud. Blink of an eye and faster. Their speed now is fine, yes, but would it be more realistic, and even so more accurate, to have faster missiles? And just FYI, if you didn't know, I'm not talking about the nukes and such.
Balance issue, mod makers decided this. And realism =/= gameplay.

Eaglebird wrote:Maybe you'll shut the hell up long enough to learn some respect.
Said the guy who just got here...
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Eaglebird
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Post by Eaglebird »

Das Bruce wrote:
Eaglebird wrote:OMG HEY I didn't mean it that way. Yes, the ground deforms, but should I be able to dig a rut to china and lose myself in it? Esp. if it's my commander.
Map maker issue, bug them.
Eaglebird wrote:Modders don't make the game. They make MODS for it. Hey, wow, neat connection there, huh?
Projectilve velocity is a mod thing.
Eaglebird wrote:Missiles travel pretty fast in real life, bud. Blink of an eye and faster. Their speed now is fine, yes, but would it be more realistic, and even so more accurate, to have faster missiles? And just FYI, if you didn't know, I'm not talking about the nukes and such.
Balance issue, mod makers decided this. And realism =/= gameplay.

Eaglebird wrote:Maybe you'll shut the hell up long enough to learn some respect.
Said the guy who just got here...
Respect is not the same as experience and seniority.
Thanks for the info, too.
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smoth
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Post by smoth »

Eaglebird wrote:Hey you know, I didn't come here to be flamed, smartass. I suggested a few things for the TA spring development team, and am asking about how everyone else feels that I've outlined. I can change the game myself, yes, but in the whole of Spring, what about what I said?
Get over it minimat has a tendency to be an ass. Don't allow your first posts to show you in a similar light.
OMG HEY I didn't mean it that way. Yes, the ground deforms, but should I be able to dig a rut to china and lose myself in it? Esp. if it's my commander.
There is a handy restore feature that will repair the damaged ground
Modders don't make the game. They make MODS for it. Hey, wow, neat connection there, huh?
Guess what buddy, part of making a game is generating content for it. You can have the most awesome engine to date but if your content isn't there then you need to restructure your team.
I didn't ask for a quick tutorial, hon', I asked if it'd be less awkward to make it so that the turrets align with the body or vice-versa. It's not exactly the most fun thing in the world to do to have to align your turret with your body, looking at the animation in the corner, JUST so you can walk forward in that desired direction.
I am with you but the devs are not worried about fps mode. They are focused on some other pressing issues. In time it will get fixed but at the moment it is on the backburner.
Missiles travel pretty fast in real life, bud. Blink of an eye and faster. Their speed now is fine, yes, but would it be more realistic, and even so more accurate, to have faster missiles? And just FYI, if you didn't know, I'm not talking about the nukes and such.
as was said earlier that is more on the individual mod makers.
This is called F-L-A-N-K-I-N-G. It is part of a repertoire of what some would call S-T-R-A-T-E-G-Y.
Actually that is called tactical maneuvering....

Of what SOME would call strategy. When I play Total Annihilation, I expect my units to be able to fire past eachother, even at eachother. I'd rather not wait for the one in front of another to be turned into a writhing mass of molten metal just so the one behind it can fire over what was, its shoulder.
Not happening unless they take away teamdamage. If they do I am leaving that on in my mod. I think it ADDS to the game.
I don't see anyone else worrying themselves over what I put forth. Maybe you'll shut the hell up long enough to learn some respect.
You should know how this works. Do not come onto a forum and blast a member it only weakens your standing ground.

Play more spring and learn more of the features. A lot of things you have said we common sense things or things that in time you would have found are a non-issue. Only on soft maps will you have issues with craters and most of the time people just restore them. In all honesty unless you have played enough spring to know what you are talking about then you are waisting the devs time.

There is a function to space out your turrets when you build them. try the keys 'z' and 'x' they will allow you to tighten or spread your defense lines. Honestly I like having my turrets spaced out. It helps your units by allowing them to be reached easier.

Lock this flame bait please
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Eaglebird
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Post by Eaglebird »

smoth wrote:
Eaglebird wrote:Hey you know, I didn't come here to be flamed, smartass. I suggested a few things for the TA spring development team, and am asking about how everyone else feels that I've outlined. I can change the game myself, yes, but in the whole of Spring, what about what I said?
Get over it minimat has a tendency to be an ass. Don't allow your first posts to show you in a similar light.
OMG HEY I didn't mean it that way. Yes, the ground deforms, but should I be able to dig a rut to china and lose myself in it? Esp. if it's my commander.
There is a handy restore feature that will repair the damaged ground
Modders don't make the game. They make MODS for it. Hey, wow, neat connection there, huh?
Guess what buddy, part of making a game is generating content for it. You can have the most awesome engine to date but if your content isn't there then you need to restructure your team.
I didn't ask for a quick tutorial, hon', I asked if it'd be less awkward to make it so that the turrets align with the body or vice-versa. It's not exactly the most fun thing in the world to do to have to align your turret with your body, looking at the animation in the corner, JUST so you can walk forward in that desired direction.
I am with you but the devs are not worried about fps mode. They are focused on some other pressing issues. In time it will get fixed but at the moment it is on the backburner.
Missiles travel pretty fast in real life, bud. Blink of an eye and faster. Their speed now is fine, yes, but would it be more realistic, and even so more accurate, to have faster missiles? And just FYI, if you didn't know, I'm not talking about the nukes and such.
as was said earlier that is more on the individual mod makers.
This is called F-L-A-N-K-I-N-G. It is part of a repertoire of what some would call S-T-R-A-T-E-G-Y.
Actually that is called tactical maneuvering....

Of what SOME would call strategy. When I play Total Annihilation, I expect my units to be able to fire past eachother, even at eachother. I'd rather not wait for the one in front of another to be turned into a writhing mass of molten metal just so the one behind it can fire over what was, its shoulder.
Not happening unless they take away teamdamage. If they do I am leaving that on in my mod. I think it ADDS to the game.


I don't see anyone else worrying themselves over what I put forth. Maybe you'll shut the hell up long enough to learn some respect.
You should know how this works. Do not come onto a forum and blast a member it only weakens your standing ground.
I'm a moderator at YTMND and idle in the chatroom forever and a day, I'm a troll when I wanna be. :P
Play more spring and learn more of the features. A lot of things you have said we common sense things or things that in time you would have found are a non-issue. Only on soft maps will you have issues with craters and most of the time people just restore them. In all honesty unless you have played enough spring to know what you are talking about then you are waisting the devs time.
I played when I first heard about it, which was .5, then real life came about. Bored one day, I came back to check it out, and all I did was touch on a few things I had noticed in .5.
There is a function to space out your turrets when you build them. try the keys 'z' and 'x' they will allow you to tighten or spread your defense lines. Honestly I like having my turrets spaced out. It helps your units by allowing them to be reached easier.
Ok, but my original question was why can I not fire a bolt in the 10 feet of empty space beside a turret? Is that sphere around it (at least the one I see when I hit b) a sphere that takes damage for that unit?
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Das Bruce
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Post by Das Bruce »

Eaglebird wrote:I'm a moderator at YTMND and idle in the chatroom forever and a day, I'm a troll when I wanna be. :P
Not round here. :P

And FPS is a gimmick.
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Argh
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Post by Argh »

Ok, but my original question was why can I not fire a bolt in the 10 feet of empty space beside a turret? Is that sphere around it (at least the one I see when I hit b) a sphere that takes damage for that unit?
Yes. And, yes, in 3DO-based mods (i.e., all of the ones using OTA content) these quick-check radii are screwed up. And no, this is not likely going to get fixed- in large part because the new unit model format is sooooo much better. So, don't bother whining about it- you'll just make yourself look like every other OTA player who's done so.

In short... forget about OTA, and pretend that Spring is a new game engine. One that just happens to support a lot've older content, but is slowly gaining games that make use of newer content, with a lot less suck and better features. It's still buggy in spots, has a lot've areas where it needs improvement, etc., but it's still one of the finest Open-Source projects on the planet, and the mods that are coming along will be very, very cool.
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smoth
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Post by smoth »

Eaglebird wrote:Ok, but my original question was why can I not fire a bolt in the 10 feet of empty space beside a turret? Is that sphere around it (at least the one I see when I hit b) a sphere that takes damage for that unit?
None of that was in your origonal post. As far as the 10 feet as you perceive it.. that is all dependant on what you think is ten feet. I cannot help answer that with so little information.

As far as the sphere you see... not really. What really determines hit or miss is footprint and height. The hitsphere just determines the area that gets checked.. IE outside of the hitsphere doesn't count.
Eaglebird wrote:I played when I first heard about it, which was .5, then real life came about. Bored one day, I came back to check it out, and all I did was touch on a few things I had noticed in .5.
I have been here before you came and while you were gone. I am also one of the moders you so look down upon so I have a good knowledge of how a lot of these things work. Do not think it is a matter of me pulling e-senority on you. I am just more familiar with the game then you are.
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