Things That are Despratly Needed (IMHO)

Things That are Despratly Needed (IMHO)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Things That are Despratly Needed (IMHO)

Post by aGorm »

Ok, that sounds a bit big headed i know, but there are a few minor things that i think would realy be helpfull for map makers. We now have just about everything we need to do anythinng, but there are just 1 or two gripes left.

1) I need to make a feature thats always upright. On units you can use upright=1 right? can we make it so it works on features to (by putting it in the ".tdf"...)

2) Can we make it so you can force an object to render, no matter how far away it is?? Currently I have some featurs and there just turning into squares with the height of the feature and its footprints width, but it looks stupid. There so big taht theres no way they should fad to that. Just needs another tag added into the ".tdf" like alwayrenedr=1 or somthing.

3) finaly, I cant seem to make features indestructabe and non-reclamiable (despite the reclamible=0 tag) is there a bug or somthing. And having an Invincible = 1 tag would be nice.

Much thanks if anyone can do this, it will mean way better maps can be made!

aGorm
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

1) Yes, let us make upright and non-upright features! Or make all features stand upright, I'm not sure where would non upright features would be needed.

2) Would it be possible to scale the rendering distance according to the size of the feature 3do?

3) The TA tag for an indestrutible feature (ex: metal deposit, thermal vent), is:
indestructible=1;
Follow the traditional TA names!

But in TA,
flamable=0;
reclaimable=0;
hitdensity=0;
also makes a feature immune to any kind of destruction (save maybe creating a new feature over, but I don't think Spring has any problem with surimposed features, so...)
User avatar
Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

While we're at it, why not allow multi-level terrain via the indestructable=1 tag? That way we can FINALLY have bridges and the such!
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

because then pathing calculations would cause out computers to spontaneousely combust or something... and because features still have collision spheres
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

zwzsg, I cant tell you how much I lo... oh wait thats maybe the wrong word...

You rule dude!

On non-features... Rock features maybe? Objects that would lye on the ground (like the pipes on metal maps) would also need to be able to fit to teh terrain perhaps, ootherwise you'd have to do a differnt model for each garient and direction... I'm sure if you removed it some people would complain!!!

Thanks for your support, gives way move validity to my statments and thanks for the heads up on indestructable (I'm a lame unit maker....)

aGorm
User avatar
Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

SinbadEV wrote:because then pathing calculations would cause out computers to spontaneousely combust or something... and because features still have collision spheres
I think features have different colliosion detection...If you try KuroTA's huge walls and use the commander's d-gun in first person you can shoot just past them from any angle...I wish it were the same for buildings.

It would also been neat if features could explode like a weapon when they are destroyed...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

We really need box collision detection.

Atm everythign uses spheres exept when weapons fire.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Of course, we now need one of the SY's to drop in and say, fine fine we'll add all this. Because unfortunatly teh OTA tags dont work still. :( I think zwzsg ment those are naming conventions we should use.

SY's!! HERE OUR CRY!!

or, atleast pop in for buttred scones...

aGorm
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Just 1 final request, tahst not as important, but would be VERY valuble.

Let the features have more than just teh base as the moddel. Why? I here you cry when you can just export the whiole thing and import it again a just one moddel? Well, first, it will make the transition to scriped features easyer, but manlie because that way you can set it up so as when you enter a peice of moddel, insted of teh whole thing dissapering, only the bit your in does.

IE:

You have a tree, with a top and a trunk, if you go into the overhead view the tops will be in the way, but as your cammera is withing the collision boundry of the tree top it will disapear, but still leave the trunk so you know were it is!!! Genious I tell you!!

aGorm

(Hope the SY's can do this... dont you?)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

aGorm, regarding the tree map; half the point is that you are forcing players to zoom down close to the map, because they can't see enough from the higher view points.

Play some of the Gaul battles in "Rome: Total War" to see what innovative and immersive gameplay this creates (even though it may sound like a hassle; its easily worth it).

Also, aGorm, see if you can attach the "play sound" tag, which has recently been activated through the TA:Kingdoms stuff, to work on features. That way you can get your trees to emit rustling and animal noises...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Features don't have scripts
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Who was that to gnome?? Me or Warload? If to me... I never actully said they did.

Ambient sounds would be cool, but not realy nessacery, I'm makin the best looking map, not the best sounding. :-)

Think I shall try PMin SJ, to see how annoying i can be.

aGorm
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I believe aGorm was pressing for scripts to be included in features. It was in reference to this.

... probably ;)
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

No I wasn't, cause I dont need them particuly...

I was just metioning that if you did let us use multi peice models for featurs then you would have saved a job when you get round to adding scripting to them. Which I know you'll do at some point, because everyone thinks it will be cool.

aGorm
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think feature maps should be able to place untis aswell as features, that way you just assign them to a GAIA player and hey presto you've got features with scripts, and you can make traps and wildlife with them that way etc, much easier than recoding scripting itnerfaces for features when you can use units.

Also, corpses placed as features cant be resurrected! ahk!
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Things That are Despratly Needed (IMHO)

Post by zwzsg »

aGorm wrote:3) finaly, I cant seem to make features indestructabe and non-reclamiable (despite the reclamible=0 tag) is there a bug or somthing. And having an Invincible = 1 tag would be nice.
I tried:

Code: Select all

indestructible=1;
Does not work, feature still easily destructed.

Code: Select all

hitdensity=0;
Does not work, feature still easily destructed.

Code: Select all

featuredead=SameNameAsTheFeature;
It does work, but Spring hangs for, like, half an hour, when you dgun such a feature.

Also I tried:

Code: Select all

reclaimable=0;
Does not work, feature still easily reclaimed.

Code: Select all

featurereclamate=SameNameAsTheFeature;
Works, but only for a couple time. A perseverant cons can still make the feature disappear, if it reclaims it several times. Does not make any sense, but eh, that just how it went in my experiment.

So yes, someone please code us support for the feature tag indestructible=1; and reclaimable=0;

And it isn't as important, but I'd like Spring to handle well features that when killed or reclaimed becomes themselves. Or features relationship that loop back. The EnerTree concept appeals much to me.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

aGorm wrote:Who was that to gnome?? Me or Warload? If to me... I never actully said they did.

Ambient sounds would be cool, but not realy nessacery, I'm makin the best looking map, not the best sounding. :-)

Think I shall try PMin SJ, to see how annoying i can be.

aGorm
Zsinj. He was referencing the play-sound operator, which is only available in unit scripts. I was reminding Zsinj that features don't have scripts.

Of course, he should have already know this since he just finished footprint work with features in SWTA. Then again, this is the same guy who forgets that he took off his shirt and hides food from himself so he won't eat it quickly but then totally forgets about it, so I shouldn't be surprised ;)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Note to self: Hurt Gnome.


... See, I wrote it down this time! ;)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Image

Explosions should occur on the model not on the collision sphere, it looks mighty odd when a radar tower gets hit and the explosion occur next to the tower with a distinct space because of the towers height making the sphere wider.
User avatar
TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

I have one that needs to be added(and it shouldn't be too hard-Your'e gona like this one aGorm :wink: ). Make it so that when you create the type map that it displays a specified detail texture for just that terrain type.

So here it is: Have the smd file have a tag for DetailTex=name.bmp for each terrain type you make, not just for the entire map. Then have it disturbuted by the Typemap on the map. So were each type of terrain is, the specified detail texture will be shown.

For example:

Code: Select all

[TERRAINTYPE0]
	{
		name=default;
		hardness=1;
		tankmovespeed=1;
		kbotmovespeed=1;
		hovermovespeed=1;
		shipmovespeed=1;
		DetailTex=name.bmp   <-insert this here for each terrain type, instead of for the entire map.
	}
SJ, could you please include this in the next release please! :(
Post Reply

Return to “Engine”