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In DD, miners build you! (November 2012 update)
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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Nov 28, 2012 12:37 pm    Post subject:  In DD, miners build you! (November 2012 update) Reply with quote  Mark this post and the followings unread

Actually, only one side's miner, unless I change my mind. :p
Doom Desire is a mod about humanity's battle against alien invaders, and will feature 3 sides: the alien Vintarids, humanity's defenders Essence, and elusive Paladins. Those of you tracking it on ModDB noticed that I posted some new units there. There's one new vintarid unit, and three paladin ones (four, if you add the infantry spawned by Alucinor). There's also some very important background info on how (some) paladin units are created.

Vintarid RheRhe Seeker


  • power drain - it can disable any electronic device that happens to be underneath it

Paladin Augur


  • Phantasms - creates ghost-like creatures that cause nightmarish visions
  • can detect hidden units

Paladin Solar


  • solar beam - Solars create and focus light in their bodies, which they use to attack the enemy
  • thoughtform - psionic, mindless, immune to radiation, immune to EMP, no driver, doesn't get experience, doesn't function without controller buildings
  • can attack both ground and air targets


Solar attack animation.

Paladin Alucinor


  • phase out - becomes invulnerable to any damage for short time
  • harvester
  • creates thoughtforms (deployed only)
  • sustains thoughtforms (deployed only)


Alucinor Phase Out ability.

Thoughtforms
Paladins, as the only side, make use of a special kind of units - thoughtforms - which are pieces of art of their own. All thoughtforms are based on some archetype that deeply affected its creator (for example, Solar is based on a sci-fi fighter aircraft archetype). They are created through accumulating and reshaping the crystals in energy form, and when this mentally exhausting process ends, a new thoughtform is ready to serve its creator in any way he or she demands.

Thoughtforms aren't life forms on their own, but something like an expansion of their creator's being. They posses the same knowledge about the surroundings (sometimes to the point of sharing their sight), consider same objects as enemies, and never do what their creator wouldn't do. All this while being completely immune to any harmful effects that work on living beings or machines. However, they are still physical, which means that while they can affect the surroundings, they can also be destroyed, just like any other physical object can.

The biggest, and probably the only, downside of thoughtforms is that when they somehow loose the link with their creator, they become idle, and ignore everything that happens around them.


Alucinors accumulating crystals and using them to create a Solar.

Most important in thoughtform creation process are the Alucinors. Those are mobile platforms that allow Paladins to create thoughtforms anywhere they need. They are also able to sustain thoughtforms while they are deployed, but if they are to undeploy, or become disabled, the link is broken. While deployed, each Alucinor retains its Phase Out ability, but using it will make it unable to gather crystals, neither create or control thoughtforms.

Last edited by mevitar on Mon Dec 03, 2012 11:57 pm; edited 2 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Nov 28, 2012 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

This mod definitely has a unique graphical style to it.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Nov 28, 2012 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agreed, it's looking quite interesting.
The terrain kinda ruins it though... Aside from the fact that the terrain looks plain ugly, the graphical style of the new graphics and the terrain don't seem to match at all.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 28, 2012 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is the Paladin Solar a voxel or SHP?
The firing anim and the general lighting makes it look like an SHP, but the 32 facings, the missing anti-aliasing and the wrong shadow like a multi-section VXL.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Nov 28, 2012 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Voxel. The firing anim uses the Floating Disc's beam logic.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 28, 2012 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

And how is there a 32 facing specific firing anim possible? The floating disc beam is IIRC a hardcoded render effect of a laser going only in a half-circle, starting on the rear.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Nov 28, 2012 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

A lot of awesome unique designs!

gotta say, I've never seen a voxel or shp in the style of that Paladin Solar. Pretty sexy!

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Nov 28, 2012 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Agreed, it's looking quite interesting.
The terrain kinda ruins it though... Aside from the fact that the terrain looks plain ugly, the graphical style of the new graphics and the terrain don't seem to match at all.

Sadly, nothing i can do with that for now, until i find someone who will make me a new terrain.

If i won't... it seems i'm going to have even more work to do. #Tongue

Lin Kuei Ominae wrote:
Is the Paladin Solar a voxel or SHP?
The firing anim and the general lighting makes it look like an SHP, but the 32 facings, the missing anti-aliasing and the wrong shadow like a multi-section VXL.

Crimsonum wrote:
Voxel. The firing anim uses the Floating Disc's beam logic.

Yes, a voxel (a flying turret to be precise), but it uses Prism Tank turret change logic to achieve the animation. It is also why the shadow is so small - too big base body and its bounds will be visible under the turret. I'll still try to make the base a bit bigger, but it has to stay small and round. Unless there's something that allows voxel turrets to cast shadows, i'm stuck with this. Sad

Last edited by mevitar on Wed Nov 28, 2012 5:13 pm; edited 2 times in total

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Nov 28, 2012 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sigh... Solar is merely animated turret voxel as whole thing thus charge-up, colors are due to using 240-255 range so lighting won't affect even in voxels.

No floating disk logic used at all and sadly the whole unit as turret makes it fly in bizarre fashion... weapon itself is plain normal laser.

Edit: Mev beat me up to it.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Nov 28, 2012 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Bittah Commander
Yes, the stock Red Alert 2 terrain tends to ruin many modifications.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 28, 2012 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very interesting use of turret charge logic
mevitar wrote:
It is also why the shadow is so small - too big base body and its bounds will be visible under the turret.

I assume you used already a new voxel.vpl, so how about adding a special color which is rendered invisible in all directions? Since the game will even render a shadow on these invisible voxel, you'll be free to give the body whatever shape and size you want.

Another way might be UseTurretShadow=yes in art.ini. Not sure if this works in RA2 though.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Nov 28, 2012 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Very interesting use of turret charge logic
I assume you used already a new voxel.vpl, so how about adding a special color which is rendered invisible in all directions? Since the game will even render a shadow on these invisible voxel, you'll be free to give the body whatever shape and size you want.

Another way might be UseTurretShadow=yes in art.ini. Not sure if this works in RA2 though.


Neither of the solutions you offered work. UseTurretShadow=yes does nothing and it's impossible to create singular colors that are not rendered by editing VPL. The effect seen in the picture you posted was created by removing VPL sections from use entirely, which should have been obvious from the text.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Nov 29, 2012 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Those things are beautiful.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Nov 30, 2012 8:00 am    Post subject:   Reply with quote  Mark this post and the followings unread

Ahh. refreshing. glub of approval #Bandit

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Dec 03, 2012 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

First of all, nice job with these new units. I like the style of the graphics. By reading your news post however, I couldn't guess what is Doom Desire about and I don't think many visitors will understand it either. If you could add a sentence explaining it at the beggining of the post, I could move it to the PPM News Network forum, in order to show it up in the site.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Dec 03, 2012 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't expect it was needed, since i already did a small side introduction here http://www.ppmsite.com/forum/viewtopic.php?t=32639 (which, i admit, was quite some time ago #Tongue ).
I updated the post, but i won't add more specific info just yet, as i'm planning to add it gradually as i update the sides, and the info will come as background for that.

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