Supcom-style features

Supcom-style features

Requests for features in the spring code.

Moderator: Moderators

Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Supcom-style features

Post by Gnomre »

We just need simple stuff... you know, things like good collision detection and minimap orders!

Just testing Castro's theory that tacking "Supcom is doing it" will instantly get the feature implemented in spring, lalala
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Yah! Lets try to make Spring into SupCom, so when SupCom comes out, Spring will be totally inferior to it!
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

... Or just, learn our lessons from SupCom, because they are doing some very clever things with the genre, and Spring may as well benefit from them...
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think your theory is working.
User avatar
Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

hey guys whats up in this thread
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

lol, yeah, lets just do some stuff from SupCom :P
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Snipawolf wrote:lol, yeah, lets just do some stuff from SupCom :P
No reason not to assimilate good ideas.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I thought that was half the point of Spring.

To...borrow... good ideas. Yeah... borrow.
BattleShorts
Posts: 11
Joined: 19 Aug 2005, 09:26

Post by BattleShorts »

For a start how about being able to edit a waypoint list.

For example in supcom each point in a waypoint list is draggable so u can adjust a units orders.

Also commands to delete first and last waypoint in the selected unit's list would be nice. I know its kinda noob but i still sometime set up a complicate list of orders without realising the unit is already guarding something and have to do it all again. Damn annoying.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Oh oh I've got a good one, being able to queue orders and have the units wait for you to give them the go order and start executing them.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Was that sarcasm? hard for me to tell. We do have the Wait command.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

FizWizz wrote:Was that sarcasm? hard for me to tell. We do have the Wait command.
Really? In the current release? Damn I really need to get on more. :(
dogthinker
Posts: 33
Joined: 10 Jul 2006, 09:28

Post by dogthinker »

BattleShorts wrote:Also commands to delete first and last waypoint in the selected unit's list would be nice. I know its kinda noob but i still sometime set up a complicate list of orders without realising the unit is already guarding something and have to do it all again. Damn annoying.
It can be fiddly, but it's already possible to delete waypoints - if you assign the same order again it removes it from the list.

Example:
- Con bot is guarding a factory
- I queue assign 'move to x', 'build these buildings'
- Con bot keeps guarding... :(
- I queue assign 'guard the factory'
- As the factory was building my bot now still has 'repair the unit' at start of build queue
- I queue assign 'repair the unit'
- con bot now moves to x and builds those buildings I wanted... :D

Fiddly, but works.

I'd love to be able to drag waypoints around, would be great for adjusting aircraft patrol routes etc.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Also, it isnt possible to change a queue unless you're changing the whole queue and starting afresh, or you're changing the end of the queue.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

dogthinker wrote: I'd love to be able to drag waypoints around, would be great for adjusting aircraft patrol routes etc.
+1
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Haha, I love this thread...

The point of the thread was that the devs have implemented a few features very obviously stolen from SupCom, while ignoring age-old problems which would seemingly be easier and finally shut some people up. The theory was, then, that if we attached "Supcom" to these age-old problems they'd get solved in a heartbeat, since originality is dead :P
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Minimap orders - In the SVN I think (don't quote me, but I remeber this from somwhere)
Crappy collision detection - Yeah this would be really nice but I have the feeling most people don't want to touch this one with a 10 foot pole
Deleteing waypoint/action in a quene - as already said, its there
Wait command - Not only is it there, but it can be used for more! if you issue a unit a wait command then tell it to do somthing else, the wait command clears after the unit is transported. THis can be used to automate a factory to spread units all over a map with islands/cliffs ect.. by chaining repeating transports to waiting ares. Was quite impressive when I tried it out before.
Dragging waypoints/order - would be nice, but not a priority IMO
El__Castro
Posts: 6
Joined: 27 Jun 2006, 07:05

Post by El__Castro »

I think they still didn't get it, Gnome.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

They're a bit hopeless, aren't they?
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

unless u post in offtopic it is always gonna be takin seriously :P
Post Reply

Return to “Feature Requests”