Armageddon Onslaught 2.3 - Development Thread
Post #121
IskatuMesk
Apr 16 2009, 8:50 pm
Post #122 thunderaga Apr 17 2009, 12:29 am
Post #123
IskatuMesk
Apr 17 2009, 1:49 am
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Internal version G
- Doubled Syrius' health, tripled shields. - Major code cleanup; didn't even get 1kb of iscript back out of it, though. - Bone Golem, Reclaimer, Adjucator: all barebones functional. Need sounds, effects. - Set out plans for remaining work to be done, soon I'll switch into polish mode and fix up the things that remain. - Zeus primary weapon completed, needs effects and fixing the sprite, but it works. - Misc sound effects added, soundtrack modified. This post was edited 1 time, last edit by IskatuMesk: Apr 17 2009, 1:58 am. |
Post #125
IskatuMesk
Apr 17 2009, 2:08 am
Post #126 thunderaga Apr 17 2009, 3:21 am
Post #127
IskatuMesk
Apr 17 2009, 3:43 am
Post #129
IskatuMesk
Apr 17 2009, 4:13 pm
Post #130
IskatuMesk
Apr 19 2009, 3:10 am
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ok back on topic
Today was a bit of a break week for me. Lots of Dwarf Fortress, some starcraft with mucky, ect. One of my testers has informed me of a crash, potentially involving Duriel. I'll be investigating. Got an example graphic for the new set of drakes. Of course it was totally screwed up from lighting issues, but the proof of concept remains: I can port World of Warcraft graphics into starcraft. The journey these graphics take from start to finish is tremendous and I don't imagine anyone else will ever do what I'll be doing again. (The closest would be Kirky's work for his mod and my discontinued AoW2 mod, but that doesn't come close to this, really...) I have almost nearly finalized the unit list for AO. It now depends on the iscript.bin size limit, weapons.dat entries and free flingies. I'd like to keep a few of the units a secret, though. In short, you can look forward to about 6-7 more units. The soundtrack is nearly finished. I have some major polish runs to do (Mostly SFX finding, and some overlay creation), but other than the Tiamat and WoW conversions, all of the big, big work is behind me. The biggest overall job to do will be the Tiamat and its 6-7 various explosions, plus the super weapon. If you'd like to create a map or edit a map for use in AO, please check out the related topic in the MM forum. This is your chance to become a part of modding history in your own way. |
Post #131
IskatuMesk
Apr 20 2009, 10:51 pm
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There is currently an undiscernable crash in AO. It happens in late game; the screen goes black and I get a typical "starcraft has encountered an error and must close blah blah".
This doesn't seem to be an atypical expander crash, which in ITAS seems to result in a lock forcing you to tab out to the error. |
Post #132
IskatuMesk
Apr 22 2009, 6:52 pm
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Update
I have good reason to believe that the crash is now fixed. However, there's another, potentially more serious problem. It looks like AO cannot escape the limit expander's bugginess in certain areas. In this case, in late-game, if the game has gone on long enough the weapon aspect of the expander will completely break and prevent any weapons from spawning ever again. It's like in default SC with valkyries, except NOTHING gets out. Since the expander is such a hackjob and I don't expect DoA to be able to fix it, that makes it all the more important my final plan is set into motion and finished so games aren't allowed to last that long. I also have Armageddon building the majority of its units now, it just doesn't want to build Golems or Gatekeepers for some reason. |
Post #133
IskatuMesk
Apr 23 2009, 5:39 am
Post #134
Biophysicist
Apr 23 2009, 7:45 pm
Post #135
IskatuMesk
Apr 23 2009, 8:15 pm
Post #136 thunderaga Apr 23 2009, 11:47 pm
Post #137
IskatuMesk
Apr 24 2009, 12:19 am
Post #138 thunderaga Apr 24 2009, 6:26 pm
Post #139
IskatuMesk
Apr 24 2009, 9:43 pm
Post #140 thunderaga Apr 24 2009, 10:00 pm
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