AO Update Information

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IskatuMesk
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Re: AO Update Information

Postby IskatuMesk » Fri Apr 10, 2009 3:18 am

Some stuff was done blah blah.

Temporarily disabled the ingame text because it was too large. Will have to try to find a substitute ingame font that isn't so big or try to make it smaller somehow.

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Say hello to the Gatekeeper of Chaos.

Also added - Doom Knight.
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Re: AO Update Information

Postby IskatuMesk » Mon Apr 13, 2009 12:34 pm

The XB-42 is one of the first units that was modeled for Armageddon Onslaught when AO2 was in conceptual stages (eventually the concept was backburned). I never originally planned to use the model at all after that.

The XB-42 is modelled off of the XB-0 from Ace Combat. I then Armageddon-ized the design and ended up with a 14km wingspan monstrosity that had a total of 18 engines and more weapons than I could count.

Yesterday, I suddenly thought, hey let's add it to AO. I need air units, and the early tiers need some new Legendaries (XB-42 is a Tier 3 legendary).

I tried to make a strafing pattern on the ship but it didn't work out because halt distance is gay and doesn't work right.

But the XB-42 is no less a revolutionary unit.

For starters, it is the first model I've made in ten years that has engine glows! Special thanks to SgtHK who helped me work out some problems with the particles and set me up with a superior rendering scheme.

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Because the XB-42 retains the settings I was using for its strafe attack, it's technically possible for it to strafe targets if they attempt to engage it when it's traveling at high speed.

The XB-42 also boasts the first hand-made explosion graphic I've ever done.

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At moderate range, the XB-42 engages with a bombardment system that deals considerable damage and never stops firing.

But there's something else. A little amusing bug I encountered when attempting to get it to fire a wave attack when it enters max range.

For some reason the XB-42 insists on literally flailing around when it fires its wave attack.

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Waves of damaging projectiles fly all over the place. If the XB-42 has significant momentum when this begins, it will actually begin circling around and flailing about in an unpredictable pattern, switching between wave attacks and the gatling system because the turning is actually physically moving it around.
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Re: AO Update Information

Postby IskatuMesk » Wed Apr 15, 2009 6:24 am

The Earth shakes, and the sky breathes flame. The awakening is near... the last age of man. The Apocalypse is upon us.

The Bone Golem rises from the earth to strike down the living. Automatons of pain and terror, they walk the earth in everlasting agony.

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Because of their affinity with Deep Earth magics, Bone Golems can disassemble themselves and return to the dirt that gave birth to them to travel long distances extremely quickly. Armies will quite literally see the dead rise before them... shortly before getting cleaved by their massive scythes.
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Re: AO Update Information

Postby IskatuMesk » Mon Apr 20, 2009 11:24 am

Update

The mod is nearing completion. With the Devil finished, the only truly major work ahead of me involves the Tiamat and a super secret uber unit that I wasn't planning to add. Except I don't have the graphic for the Tiamat yet, so that will have to wait a while.

And not a moment too soon. I've nearly exhausted not only the iscript.bin size limit (the next units will surely eat the last 5kb I have free), I've also just about hit the sprites.dat limit, weapons.dat limit, usable units in units.dat, and free flingies. AO really, really takes SC as far as you possibly can.

Along AO's journey I've discovered a lot of REALLY stupid limitations in Starcraft. For example, you can't tell projectiles to turn using turncwise and you can't change their flingy speeds dynamically - like you can with units.

Now comes the time to polish and shine up everything. Tons of sounds will be added, overlay effects, death animations, and the soundtrack will be finalized.
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Re: AO Update Information

Postby IskatuMesk » Wed Apr 22, 2009 12:08 pm

CC exclusive screenshots

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Re: AO Update Information

Postby IskatuMesk » Sun Apr 26, 2009 4:53 pm

With all major work besides the Tiamat out of the way (waiting on sprite for the Tiamat) the time has come to polish everything up. This means new engine graphics, new sprites, and lots of sounds.

But polish will have to wait.

There is currently a crash in AO that I cannot identify. It occurs randomly and I'm almost certain it has to do with a unit - but I can't reproduce it...
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Re: AO Update Information

Postby IskatuMesk » Wed Apr 29, 2009 1:56 am

This is now the Master thread for AO updates.

Internal version I

- Received Lord of Terror voices from Magic; they are now processed and a test rendition for ingame usage is in place.
- Removed distortion chargeup effect from Pit Lord to conserve iscript space.
- Optimized Lord of Terror script, shaving about 2kb off of it.
- Configured sounds for the Drake base file (Red Drake, Black Drake, Ghost Dragon)
- Set up some misc changes in an effort to see if I can fix the AO AI script itself.
- Implemented the soundtrack, minus the Terran defeat track which I'm still waiting for Mike to record.
- Assembled a large number of sounds for the remaining default units that require them.
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Re: AO Update Information

Postby IskatuMesk » Wed Apr 29, 2009 6:20 am

Internal Version 2.4a
Beta Candidate

- Splash radius and damage increased for several units, including Touch of Anguish and XB-42, and Devil, to suit their graphics.
- Fixed some sound-related issues.
- Further modifications to the Armageddon AI in an attempt to fix it. So far they have failed.
- Slight modification to the Red Drake selection circle so it's a bit more centered.
- Increase radius and damage for Zeus' Eye of the Storm.

To-do list

- Drake projectiles.
- Fix some centering issues. (Zeus has no re-centering anything yet)
- Sounds for Mal`Ash.
- Death effects for several units; Zeus, Mal`Ash, Duriel, ect.
- More weapon hit effects for TGD, + damage correction
- Enable Metal Drake & Ghost Dragon
- Fix some shadows
- Hack Ashara's $P into working for the new Protoss AI.
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Re: AO Update Information

Postby IskatuMesk » Thu Apr 30, 2009 9:01 am

Internal Version 2.4b
Beta

- Butcher health increase to 225 from 175.
- Damnation health increased to 125 from 75.
- Touch of Anguish armor increased to 3 from 1.
- Turn radius for Damnation projectile increased to 12 from 8. Should help stop the circling nature of the projectile.
- Gatekeeper Napalm damage up to 14 from 10.
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Re: AO Update Information

Postby IskatuMesk » Sun May 03, 2009 6:33 am

Internal Version 2.4c
Beta

- Major update to Protoss AI;

* The Protoss now build new, computer-only structures with 2000/1000 hp/shields. These structures are basically new pylons. They construct all units from these structures. This change has allowed the Protoss AI to achieve far greater macro capacity with less base clutter. In fact, 6 of these new AI's managed to completely destroy Armageddon before it reached tier 2.

/edit

- Fixed an issue that caused the weapon limit to get hit with Duriel's spike attack. The crash remains unsolved.
Last edited by IskatuMesk on Sun May 03, 2009 12:47 pm, edited 1 time in total.
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Re: AO Update Information

Postby FlyingHat » Sun May 03, 2009 6:17 pm

Mmmm.... Innovation.
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Re: AO Update Information

Postby IskatuMesk » Mon May 04, 2009 7:44 am

Internal Version 2.4d
Beta

- Secret Project "Pancakes" nears completion.
- Duriel attack cooldown doubled, damage increment increased from 20 to 50.
- Photon Cannons and Missile Turrets now benefit from upgrades.
- Missile Turret now does Normal damage and can attack surface targets.
- Horrors now have 50 health, up from 40.
- Soul Slayers now have 125 health, up from 75.
- Mal`Ash max damage splash radius on Star Storm increased slightly.
- Napalm damage increased again, to 18 from 14.
- Pit Lords are no longer detectors.
- Flight characteristics for the Obsidian Drake tampered with.
- Firebolt attack configured.
- Hellball attack configured.
- Some sounds processed, namely for Zeus.
- Obsidian Drake completed.

I have been unable to locate the cause of the crash. Sometimes it only happens in end-game when I look at the right or left top corners of the map, other times it occurs when I look at the Armageddon attack force. All attempts to recreate it or isolate the source have failed.
Last edited by IskatuMesk on Mon May 04, 2009 7:53 am, edited 1 time in total.
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Re: AO Update Information

Postby IskatuMesk » Sun May 10, 2009 12:05 am

Image

The Eve of Destruction is upon us...
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Re: AO Update Information

Postby GreatGodSajuuk » Sun May 10, 2009 1:31 am

Oh god... Are you actually RESUMEING the CGI intro?
It looks awesome BTW.
Last edited by GreatGodSajuuk on Sun May 10, 2009 1:36 am, edited 1 time in total.
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Re: AO Update Information

Postby IskatuMesk » Wed May 13, 2009 7:49 pm

Internal Version 2.4c
Pre-final...

- Added death sequences to the Devil, Mal`Ash, Reclaimer, Adjucator, Salvation...
- Added several new sounds, including Zeus' voice courtesy of Laconius and several death sounds.
- Other misc content.
- Preparation for introducing the Ghost Dragon's projectiles.

The mod is now considered "Locked". No new content besides the Tiamat waits to be added. The crash remains unsolved but I no longer have any motivation to research its cause. I am sorry, it will probably never be fixed.
Last edited by IskatuMesk on Wed May 13, 2009 7:51 pm, edited 1 time in total.
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