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Armageddon Onslaught 2.3 - Development Thread

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Creator: IskatuMesk
Time: Mar 9 2009, 6:07 pm

Post #121     IskatuMesk Apr 16 2009, 8:50 pm

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Okay. I've semi-plotted out my remaining resources.

Weapons.dat entries are okay but will be running tight on flingy entries if/when sarge gets something done I asked for. Then I have to wait on the Tiamat.

But basically, AO is at 80% functionality in completion, 50% completion in polish (sounds, effects, AI changes), and overall about 70% finished.

This isn't a deadline, but if people get their sprite jobs done soon, AO could be finished and released in 2-3 weeks.

AO will not feature modified wireframes and probably no icons.

All plans for custom menus save those already completed and the CGI intro have been totally scrapped.

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Post #122     thunderaga Apr 17 2009, 12:29 am

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wireframes are fun to make!
Idk how no one could do them?

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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.

(user posted image)
This post was edited 1 time, last edit by IskatuMesk: Apr 17 2009, 1:58 am.

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Post #124     Pandut Apr 17 2009, 2:01 am

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You need sound effects eh?

I might be able to help you out there...

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Post #125     IskatuMesk Apr 17 2009, 2:08 am

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I can probably take care of the sounds, I have an archive of sfx about 30-40gigs in size and I can get more if I really need to. It just takes a while to find the perfect sounds.

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Post #126     thunderaga Apr 17 2009, 3:21 am

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Quote
I have an archive of sfx about 30-40gigs
holy, waste-o-space

anyways I hope it does come out soon, not excited as Starcraft 2 coming out but almost ^^

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Post #127     IskatuMesk Apr 17 2009, 3:43 am

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I have 2 terabytes of HD. 40 gigs of sound has served me more than 40 gigs of anything else I would have put in that space.

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Post #128     A_of-s_t Apr 17 2009, 3:49 am

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Just imagine how much memory you use for MUSIC...

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Post #129     IskatuMesk Apr 17 2009, 4:13 pm

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The correct term is hd space. Memory is RAM.

I use about 100-120gigs for music.

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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.

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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.

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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.

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Post #133     IskatuMesk Apr 23 2009, 5:39 am

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(user posted image)

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Post #134     Biophysicist Apr 23 2009, 7:45 pm

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Is that a buidling or a unit?

Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #135     IskatuMesk Apr 23 2009, 8:15 pm

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Building.

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Post #136     thunderaga Apr 23 2009, 11:47 pm

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We Want Updates!

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Post #137     IskatuMesk Apr 24 2009, 12:19 am

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Oh, don't worry. I'm hard at work.

I have doubts that the Tiamat and Ghost Dragon will make it in. I'm just about to hit the iscript.bin size limit.

However...

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Post #138     thunderaga Apr 24 2009, 6:26 pm

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i can just imagine how big the .exe will be when you release it

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Post #139     IskatuMesk Apr 24 2009, 9:43 pm

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Only around 100mb I estimate. Not that big.

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Post #140     thunderaga Apr 24 2009, 10:00 pm

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out of all mods i saw
yea it is

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