Gundam 1.1 test version

Gundam 1.1 test version

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smoth
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Gundam 1.1 test version

Post by smoth »

http://cs.selu.edu/~ssmith/suprise/

I am going to be gone for a bit. Here is the current test version. Discuss.
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rattle
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Post by rattle »

"Depend0=gundam_1.1tM.sdz;" in the tiny comm mutator mod.tdf needs to be changed to "Depend0=gundam_1.1tO.sdz;" and detail textures are missing, at least on some maps.
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LordLemmi
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^^

Post by LordLemmi »

:-)
Hehe i know much people wont say much about Gundam , and much dont like it , i dislike gundams too , but the models are really nice :) and you worked hard on it , i played some versions before and it getting better and better !
I like the explosions! , maybe you can send me or give me a tutorial how to make so sexy laser explosions ! :)

it is a must see mod ! :)

Like it , maybe play it later online ! =)

GREAT WORK

Regards Lemmi

(sorry for bad english , hope you understand everything!)
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Fanger
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Post by Fanger »

rattle Smoth removed the detail texture as in his opinion it looks bad and does not enhance maps.. I would tend to agree that certain maps look much better without the detail texture..
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Erom
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Post by Erom »

Specifically, if a map specifies a custom detailtex that will still show up, but maps with the default will not have it when running Gundam. This makes the map have a cleaner look, which matches with the bright, clean look of the mod in general.

[martha]It's a good thing.[/martha]
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rattle
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Post by rattle »

Yeah I noticed that after checking the bitmaps folder. Well most of the maps look blurry with out it, if not all (but the ones with a custom texture). Guess I'll have to live without it :)

The mod is very nice so far, though some sound effects could be changed here and there as they are barely hearable and some fire sounds are still missing (tanks).
j5mello
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Post by j5mello »

you gotta remember this is a test/beta version. While it is a fairly complete one there are still some things missing. Sounds are teh most obvious but since Smoth is doing them himself he needs time. Also a new econ system of sorts is in this version.

That system basically makes it so that no matter what unit it builds, a factory will always use X metal and Y energy while building. This allows u to plan you economic buildup since u know exactly how many mexes, MMs (ingame name is machine shops) and energy buildings.

Finally make sure to check out the wiki which has faction overviews, strats, a unit guide and a "squad" suggestion area. It can be found at:

http://taspring.clan-sy.com/wiki/Gundam_Annihilation
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smoth
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Post by smoth »

actually that is just the begining j5, I plan on really digging into it when I get back. Right now only the first step... IE unit costs are dealt with. I still have the buildings that are built anda few other things. Then I will be expanding the wiki once again.
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Deathblane
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Post by Deathblane »

I got a strange system crash (mouse and keyboard was working but nothing else was) when I got the white base to build a heavy transport thingy. Though I was playing against NTai RC19 so that could ahve been it as well.
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rattle
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Post by rattle »

KAI seems to work okay with Gundam but NTai sends units off to the upper left corner (using the profile included in the content file).
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Min3mat
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Post by Min3mat »

thats not a lot of help, does the NTAI vsn you have do this on other mods?
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rattle
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Post by rattle »

No, that's the only mod now. The others work fine (EE, AA, XTA etc).
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smoth
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Post by smoth »

ntai and KAI have issues with gundam.
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AF
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Post by AF »

really? such as?
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smoth
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Post by smoth »

no idea, kai crashes and last time I ran NTAI I had a full system crash. You know the whole windows rebooting your pc error thing. but that was the older version I have no idea about the current version. I have not had time to test it. I will when I get time but I am not going to get into that but not in this thread.

Any more thoughts/opinions about this test version? have people actually played it? I hate to break many of your busy AA scheduals.
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smoth
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Post by smoth »

I am in the process of re-working the ez-8 and zaku heads..... here is a preview:
Image
Old one left . . . . . . . . . . . . . . . . . . . . . new one right
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bobthedinosaur
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Post by bobthedinosaur »

looks good
esteroth12
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Post by esteroth12 »

while you are remoelling things, a suggestion for other modelling...

its merely cosmetic, but it would look really, really cool:

have a couple show hide things, and in the script, as the unit takes damage/is healed, holes and scars appear/disappear on the gundam...

would probably be a pain, but just an idea! :P

also, that head looks nice
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smoth
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Post by smoth »

esteroth, many units that have sheilds lose their shields as they receive a certian level of damage. Also the (nt-1)alex completely loses it's outer armor.
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Snipawolf
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Post by Snipawolf »

esteroth12 wrote:while you are remoelling things, a suggestion for other modelling...

its merely cosmetic, but it would look really, really cool:

have a couple show hide things, and in the script, as the unit takes damage/is healed, holes and scars appear/disappear on the gundam...

would probably be a pain, but just an idea! :P

also, that head looks nice
That has been floating around a long time :p

I will probably put a little in my mod, keep up the work Smoth, lookin good :wink:
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