Spring:1944 dev and testing
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- Posts: 70
- Joined: 29 Sep 2006, 00:32
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
So I tried it yesterday, and I must say, it feels very SupComish!
Let me explain:
- Units are tiny*, and undistinguisable at normal zoom. Heck, I can't even distinguish live units from corpse.
- As soon as you zoom a bit away, they get replaced by large clear icons.
Therefore, if you want to have any chance of understanding what's going on, you have to play with the icon view. Just like SupCom.
Exemple:
There is a scout, one sniper, and two anti tank men in that picture. Can you spot them?
And now?
I know it's not exactly your fault a guy with a gun looks just like a guy with a gun, but IMO currently it's a serious flaw that we have to play with icons. Unless you feel it's ok this way, but if so, you can stop working on all your ultra realistic modelling, texturing and animation right now, they're useless, no one's gonna see them in actual games.
* Tiny compared to:
- their speed
- how far they are spaced
- buildings
- the map
Let me explain:
- Units are tiny*, and undistinguisable at normal zoom. Heck, I can't even distinguish live units from corpse.
- As soon as you zoom a bit away, they get replaced by large clear icons.
Therefore, if you want to have any chance of understanding what's going on, you have to play with the icon view. Just like SupCom.
Exemple:
There is a scout, one sniper, and two anti tank men in that picture. Can you spot them?
And now?
I know it's not exactly your fault a guy with a gun looks just like a guy with a gun, but IMO currently it's a serious flaw that we have to play with icons. Unless you feel it's ok this way, but if so, you can stop working on all your ultra realistic modelling, texturing and animation right now, they're useless, no one's gonna see them in actual games.
* Tiny compared to:
- their speed
- how far they are spaced
- buildings
- the map
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Or you can zoom in a whole lot :D
I've actually been pretty good at telling unit from unit in SupCom...generally through the "If it's shooting lasers, it's a laser tank" and "Useing control groups" methods.
But thems are nice icons, even though the anti-tank guys look like they might be confusable for other things that have tripods, like machine gunners and stuff...till I noticed the rocket. Then it was pretty definitive.
I've actually been pretty good at telling unit from unit in SupCom...generally through the "If it's shooting lasers, it's a laser tank" and "Useing control groups" methods.
But thems are nice icons, even though the anti-tank guys look like they might be confusable for other things that have tripods, like machine gunners and stuff...till I noticed the rocket. Then it was pretty definitive.
Zwzsg, I entirely agree - in fact, the icons were first created to HIDE the models, because at that time we didn't have any pretty content to show off.
Unfortunately, you realize the problem; they're already textured to be rather different, but since s3o cloaking removes their textures, we can't use that. Short of scaling up every model in the game, there isn't a whole lot we can do.
We do plan on scaling things up by about 50% at some point (which still probably won't be enough, but it'll help), we just haven't found the time to run through every unit in the game and do so quite yet.
Hopefully the s3o cloaking bug will be fixed soon as well, since then the different textures on the various infantry will help for telling them apart.
Unfortunately, you realize the problem; they're already textured to be rather different, but since s3o cloaking removes their textures, we can't use that. Short of scaling up every model in the game, there isn't a whole lot we can do.
We do plan on scaling things up by about 50% at some point (which still probably won't be enough, but it'll help), we just haven't found the time to run through every unit in the game and do so quite yet.
Hopefully the s3o cloaking bug will be fixed soon as well, since then the different textures on the various infantry will help for telling them apart.
About your mine problem, I've scripted mines to explode the moment no friendly non-mine units are left in Kernel Panic KDR Edit 7.
For this to work you need to add a weapon strong enough to destroy the mine as weapon1 and adjust the height comparison to use the radiuses your mines have (for s3o it's radius*65536, for 3dos you'll need some other tools to determine that, e.g. the counter). You might also need to add the UNIT_ALLIED constant to your header files if you didn't add the Spring get constants yet.
This implementation should be fast enough since usually it will stop looking after ~5 units since it would hit your commander if it still lives. You can adjust the sleep value to make the mines trigger faster at the cost of more CPU time although it shouldn't use much either way.
Code: Select all
CheckForSurvivors()
{
var id;
//this function checks if any friendly non-mine units are still alive and detonates the mine if not
for(id = get MAX_ID; id>0; --id) { //iterate through all units
if (get UNIT_ALLIED(id)) { //see if it's friendly
if ((8*65536)-1 != (get UNIT_HEIGHT(id))) { //check for units of radius != 8 (for some reason the radius is 1 unit smaller than it should be), should mean everything that's not a mine
id=(get (MAX_ID))+1; //this check is done because we've found a survivor, go back to the beginning of the unit list and wait a bit
sleep 5000;
}
}
}
//if this is reached there are no living non-mine friendlies so we detonate the mine
emit-sfx 4096 from base;
}
This implementation should be fast enough since usually it will stop looking after ~5 units since it would hit your commander if it still lives. You can adjust the sleep value to make the mines trigger faster at the cost of more CPU time although it shouldn't use much either way.