NanoBlobs 0.52b, Developer Version (new download)

NanoBlobs 0.52b, Developer Version (new download)

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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Argh
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Joined: 21 Feb 2005, 03:38

NanoBlobs 0.52b, Developer Version (new download)

Post by Argh »

Get it here. For pure visuals, it's pretty rockin'. Really, I swear!

Here is the latest good test-build of NanoBlobs, mainly built to showcase some good things (and a few problems) with the current Spring engine. Developers, please at least take a 5-minute look.

Spring developers, just to give you something more interesting to look at than, "hey, uh... I made an experimental widget", I have done a bunch of beauty-treatment stuff to this version, and added a new unit (gasp!) the TriRook, which (along with a revised Demon) uses my brand-new ground / water detection script, and uses a very beautiful animated climbing motion into and out of water, like a true swimming vehicle. Yeah, yeah, it has some problems with map height detection, and occasionally clips, especially the Demon... er, but it already had that problem, so :P

Oh yeah, and I also rebalanced a whole load of things, added tracks to all vehicles that have ground contact, cleaned up all Units so that they are built from my DEFAULT_UNIT template (included in the mod, of course) and found that lag bug with Beamlasers, and a bunch of other gameplay tweaks... but those are just tinsel on the tree, really.

If you do nothing else in the next 24 hours... and if you have a card that is, ahem, "ready for dynamic water"... check out the TriRook and Demon as they swim to hostile shores ;)

At any rate, until I have new explosion and particle/weapon code to play with, I think I'll leave y'all alone for a bit... this version was useful for pointing out a few things...

1. Missiles are one of the few major areas of lag left. I would dearly, dearly like guided weapons that:

A. Do not have smoketrails.
B. Obey BurnBlow.
C. Obey NoAutoRange.
D. Have smooth, curved guidance, updated every 5 frames or so, instead of flying straight to the predicted target point like an unguided weapon. Having watched the weapons a lot... that's pretty much what's going on, and it's wrong, wrong wrong.

2. I have observed weirdness with ballistic weapons.

A. First off, I thought that "Ballistic" was fixed via grep... about 2 versions of Spring ago, but current code still has "Balistic", unless one of the newer SVN versions has finally had this typo fixed.
B. If a weapon has Lineofsight=1, it should never, ever use a ballistic arc calculation... period. This is not the case, and I am kind've peeved that the current "what weapon am I code" isn't able to figure this out and assign the weapon to the right class.

3. I really want custom groundscars that can be called by weapons, right now. I hate how I have little machineguns that should not be leaving any groundscars at all (a minor cause of FPS slowdown, but still a factor) leaving hundreds of them, and eating up the valuable "groundscar count" which should be available for my pretty vehicle tracks and stuff.

4. The more I play with custom explosions, the more I think that when I have the next real version, I will be able to make anything... anything at all... muahahahah... er... uh... moving-right-along...

5. I would like to humbly request more than one type of deformer bitmap for things that can deform the dynamic water grid while moving, preferably namable in a TDF. Yes, yes, minor stuff and all that, but ... when people can someday use dynamic water without crying and whining about the FPS drop, you will be happy that I asked for this now. I would also like a pair of variables to determine waveheight max/min, so that I can make things "split the waves" more properly. Coupled with LUA scripting support and dynamic unit stats... mmmm, tasty... I could have boats that shove more water out've the way, the faster they moved, by swapping out waveheights on the fly... mmm

6. Um, I really think that Spring needs to check for weapon collisions about twice as often as it currently does. This would just about cure weapons collision problems unless the weapon is moving at truely silly speeds, so long as modders build units with a minimum S3O radius of 8 (or 1 Spring "square").

... that's about it for now. Check it out, this is really pretty, and with settings down, quite smoothly playable even with quite a few units on the battlefield. Dunno about game balance and stuff... it's fun, but I'd say still pretty badly balanced at the moment. Plays great with NTAI, tho.
Last edited by Argh on 05 Aug 2006, 21:29, edited 2 times in total.
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Argh
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Post by Argh »

Ooh! Ooh! Forgot... MAJOR BUG!

I finally built something with WeaponSlaveto- build a Demon, and you're looking at it.

Guess what?

Despite having two weapons with IDENTICAL POSITIONS, attached to IDENTICAL PARENT, and having IDENTICAL ROTATIONAL CALLS in BOS/COB (differently-named parts... i.e., turret and turret2, etc.)... guess what?

Yup, you guessed it... WeaponSlaveto, while it works some of the time... doesn't work 100% of the time!

The two weapons should both be getting AimedAtTarget=TRUE in the same frame! They're totally identical, for all practical purposes, and use exactly the same ballistic stats! Whatever's causing this is worth a look, guys- if I cannot have something that was very, very, very carefully built for precise operations work... that bodes ill for other BOS operations like this. I just don't understand why it's not checking all of the unit's weapons in the same frame- that's the only possible cause of this...
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Tim Blokdijk
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Post by Tim Blokdijk »

I got a error with NanoBlobs051b.sdz under Linux. (running strait from svn.)

ERROR: button9.wav
Couldnt open wav file

Hardcoded?
Or something with unsatisfied dependency's?
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

Unsatisfied dependency.

You need to add the base/ directory from taspring-linux-data-0.72b1.tar.bz2 to trunk/game (contains OTA material).

E: also, you can't just start spring because that only works for ARM/CORE mods. You can probably use spring-gui tho, or type a startscript yourself :-)
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Tim Blokdijk
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Post by Tim Blokdijk »

Tobi wrote:Unsatisfied dependency.

You need to add the base/ directory from taspring-linux-data-0.72b1.tar.bz2 to trunk/game (contains OTA material).

E: also, you can't just start spring because that only works for ARM/CORE mods. You can probably use spring-gui tho, or type a startscript yourself :-)
I think the problem is that NanoBlobs has only one side.
I'm going to do some more testing and take a look at spring-gui to.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

I've noticed that if you make a custom mod with only one side and try to start with the commanders script, it's tries to load a non-existent team (usual error message is along the lines of "can't find ARMCOM" or something).
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Argh
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Post by Argh »

New fixes:

Found multiplayer bug in Spring where Commander dies immediately on spawning (doesn't happen in singleplayer, now corrected, will document later), added second "side" for Linux users, corrected CTRL_C behavior.

In short, should be good to go. Wasn't aware of Linux users' specific dependency problems, but that was easily resolved.
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Argh
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Post by Argh »

Oh yeah, and properly credited Smoth for use of two of his Plasma Projectile models :-)
hollowsoul
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Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

@Tim Blokdijk
In regards to spring-gui recommend version on forums. Instead of svn for the moment, svn version is useable though but
got a few things to sort out in svn atm.
i.e
  • Add button to update Map Index (i.e wont show new maps from first run unless u nuke ~/.spring-gui/map-index.ini). Only GUI code to add

    Have to code in Ally Selection (its in the forum version)

    Add GUI Progress Bar for Map Index Update Status

    Fix annoying bug in regards to havin double select mod. i.e 1 to grab focus & another to pick mod
Hopefully get to them tomorrow. Working on GUI Setup atm, so no need to edit GLOBAL.py
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Someone tell me the reason this isn't posted in the mods forum...

I'm not saying there is no reason, I'm just saying that I'm digging and I can't find it. Traditionally we put mod releases in the mods forum.
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Argh
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Post by Argh »

<shrugs> this is a technical demonstration, more than a fully-realised game design.
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Tim Blokdijk
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Post by Tim Blokdijk »

Alright I have tested spring-gui with NanoBlobs.
The two sides are not needed in combination with spring-gui so feel free to restore it.

Spring-gui is a little buggy but still impressive, do note that I used the svn version. I have also experimented with AFLobby but it was not in a state that I could really use it.
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Argh
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Post by Argh »

Ah, and btw, I found a solution to the WeaponSlaveTo problem, but it required a nasty hack on the BOS side. Not exactly ideal, but I can live with it. What I am looking for, though, is using WeaponSlaveTo to make weapons fire well before they would satisfy arc requirements... the hack workaround should do it well enough, though.
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