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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000303 | Spring engine | General | public | 2006-09-29 02:48 | 2007-01-29 11:10 | ||||
Reporter | RichiH | ||||||||
Assigned To | tvo | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000303: Modify radar visuals to make it more life-like and useful. | ||||||||
Description | Part of this stems from http://taspring.clan-sy.com/mantis/view.php?id=182 where i also put forth a few of my ideas, already. It would probably be best to make part of these features user-defined and enable default presets on a per-map and/or per-mod basis. To make a long story short, the radar on the minimap is both giving information you normally would not have and is at the same time withholding information you normally would have. 1) Enemy units should appear grey by default. I do, of course know where my own units/buildings and the units/buildings of my allies are. This means i should see those in the appropriate colors. With enemy units/buildings, i do not have that information, though. Thus, they should appear grey on the minimap. Once i, or my allies, have seen a unit/building and while it is still in any of our radar's ranges, they should get colored and stay colored as long as our radar system can track them. Once they leave and reappear, they are grey again. 2) Units are not the same. There are three basic differences between different units/buildings that a radar can see: Size, movement and height. a) A Krogoth is larger than an A.K.. Why does it appear as the same size on the Minimap? This could potentially be altered for stealth or camouflage units/buildings that have less radar signature, so to speak. They could appear larger, smaller or perhaps opaque. Opaqueness would be pure eyecandy, though. b) A kbot factory does not move while a kbot does. It stands to reason that any radar system would also track that kind of information. Of course, this means that i can not discern a unit just sitting there since the beginning of time from a building which can actually make for nice tactics. c) A plane is above a ship. Why would they be displayed in the same way when any radar can discern this? Again, stealth units might be special, think of low-flying units that only rise to attack. Perhaps with a low-speed mode so they look like ground units on the radar. Even a 'only move over ground that units can walk on' mode would be doable. Having three dozen of those babies rise at the last second to waltz down your ground defense.. Nice :) One could also think about max speed seen of that unit, but that sounds like overkill, to me. Personally, i would suggest having squares for non-moving units, circles for ground units and pointy triangles with the sharp point in the moving direction, but those can be argued about. Object size would obviously be represented via blip size. I am fully aware that this would quite likely get some strong reactions, especially the grey blip thing. Having this setable by the user, game host, map maker or mod maker is key. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
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KDR_11k (reporter) 2006-09-29 17:30 |
I'd say it'd be better if we had our bitfield based multiple radar system we've been discussing some time ago, that way we could e.g. define an air radar that marks all its blips as airplanes if we want that distinction in our mod, of course a single unit could mount multiple radars. |
RichiH (reporter) 2006-09-29 21:22 |
I can not see where the sense in distinct air, ground and above seas radar systems. They do not make any sense that a player would be able to understand & accept from real life.. Of course, a standard radar might not be able to make any distinctions, while the level 2 radars would see those differences etc etc. That would be for the modders to decide, though. |
KDR_11k (reporter) 2006-09-30 09:02 |
The sense for that would be if we wanted different types of radars in our mods, no matter how they are split. Currently we can have only one type of radar, if a mod uses that for detecting planes only (like a real radar would) it can't have any other radars for e.g. infrared detectors that can spot cloakd units or radars that can only detect stuff in outer space (which would logically need more range than other radars to archieve the same coverage) |
RichiH (reporter) 2006-09-30 12:20 |
I can't find that suggestion in Mantis, at least. So what you are basically saying is you can assign any game items that are already on or possible to build the map one or more radar groups into which they belong. These can then have their own blip bitmaps and colorings which would follow scriptable rules on when to display what. Correct? |
KDR_11k (reporter) 2006-09-30 17:32 |
It's in the forums, search the development and feature request forums. Basically each unit has a bitfield for which radar(s) it's visible to and a unit could carry multiple radars with different ranges and attributes (e.g. different inaccuracy levels). Look into the forums for the details. |
tvo (reporter) 2007-01-29 11:10 |
This has been implemented with the custom radar blip icons. It's up to the modder though to make (proper) use of it. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2006-09-29 02:48 | RichiH | New Issue | |
2006-09-29 17:30 | KDR_11k | Note Added: 0000401 | |
2006-09-29 21:22 | RichiH | Note Added: 0000402 | |
2006-09-30 09:02 | KDR_11k | Note Added: 0000403 | |
2006-09-30 12:20 | RichiH | Note Added: 0000404 | |
2006-09-30 17:32 | KDR_11k | Note Added: 0000405 | |
2007-01-29 11:10 | tvo | Status | new => resolved |
2007-01-29 11:10 | tvo | Resolution | open => fixed |
2007-01-29 11:10 | tvo | Assigned To | => tvo |
2007-01-29 11:10 | tvo | Note Added: 0000651 |