View topic - Type Map Display



All times are UTC + 1 hour


Post new topic Reply to topic  [ 14 posts ] 
Author Message
 Post subject: Type Map Display
PostPosted: 18 Apr 2011, 04:23 

Joined: 10 Feb 2011, 03:00
Heyo!

Would like to ask is there a way to display type map in game?

Thanks!


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 18 Apr 2011, 13:13 
User avatar

Joined: 02 May 2005, 02:56
Location: Canada
Von66341 wrote:
Heyo!

Would like to ask is there a way to display type map in game?

Thanks!


I doubt this is what you are looking for but the string you used as the name for your type used to show in the tooltip if you mouse over the map. I would assume it still does.


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 19 Apr 2011, 06:55 

Joined: 10 Feb 2011, 03:00
I was looking for some form of colour coding that the players can use as reference.

For e.g.
Green - forest
Yellow - rice fields


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 19 Apr 2011, 13:53 
User avatar

Joined: 17 Sep 2010, 14:49
If the typemap alters a units speed, it shows on the f2 view when that unit is selected.


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 19 Apr 2011, 17:11 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Von66341 wrote:
I was looking for some form of colour coding that the players can use as reference.

For e.g.
Green - forest
Yellow - rice fields

Lol type maps when they do exist are on a per map basis most mappers who know better also avoid them because they can damage gameplay


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 19 Apr 2011, 17:15 
User avatar

Joined: 02 May 2005, 02:56
Location: Canada
smoth wrote:
Von66341 wrote:
I was looking for some form of colour coding that the players can use as reference.

For e.g.
Green - forest
Yellow - rice fields

Lol type maps when they do exist are on a per map basis most mappers who know better also avoid them because they can damage gameplay


what smoth is trying to say is that if you are making your own maps anyway you can just make the texture different where the typemaps are different.

edit: also I think he is trying to dissuade you from relying on type-maps as they are not reliable enough to be relied on.


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 19 Apr 2011, 17:31 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
It is an issue with classification of units by the engine wrt type maps. It is imprecise and automagical. Meaning inconsistencies across different projects and incorrect classifications of units.

In the end odds are you as a mapper do not understand what you are setting to move like across what. Add to that you do not understand all game in the engine means you cannot begin to predict what it will do and classify units as


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 20 Apr 2011, 01:46 

Joined: 10 Feb 2011, 03:00
Care to share more about the classification of the unit?

Do you meant when we define the type map,
things like kbotmovespeed, tankmovespeed, shipmovespeed?
That the engine do not classify kbot, tank or ship correctly?


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 20 Apr 2011, 01:58 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Von66341 wrote:
Care to share more about the classification of the unit?
Pfft, I forget all the classes and the criterion for assigning said class. When I bothered to look it up they were pretty limited.

Von66341 wrote:
Do you meant when we define the type map,
things like kbotmovespeed, tankmovespeed, shipmovespeed?

Yep.
Von66341 wrote:
That the engine do not classify kbot, tank or ship correctly?
Then engine does it automatically.


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 20 Apr 2011, 07:53 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
It's done through the moveDef class, http://springrts.com/wiki/Movedefs.lua# ... o_exist.3F


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 20 Apr 2011, 13:37 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
and I have hovers and tanks that should count as bots but cannot do that because the movedefs are there for a reason.

IIRC aircraft move faster on speedmetal as well, do they not have a class?


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 20 Apr 2011, 18:12 
User avatar

Joined: 17 Sep 2010, 14:49
smoth wrote:
IIRC aircraft move faster on speedmetal as well, do they not have a class?

I'm pretty sure aircraft speed is constant, independent of typemaps. Tested SM, they move at their usual speed there.


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 20 Apr 2011, 18:24 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Really? That's interesting, that wasn't the case when I made that fissure thing


Top
 Offline Profile  
 
 Post subject: Re: Type Map Display
PostPosted: 27 Apr 2011, 01:45 

Joined: 10 Feb 2011, 03:00
Sound very interesting.
It seem to me the only way is through different textures for the map to give the player an indication of the different terrians.

Thanks for all the help!


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.