The Abstraction Super-Feature Request

The Abstraction Super-Feature Request

Requests for features in the spring code.

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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

The Abstraction Super-Feature Request

Post by SinbadEV »

This is going to take a while to post so hopefully it's all going to make sense.

Basically what I'm looking at here is a bunch of different feature requests that I see as being effectively the same request if implimented correctly, some of which will be much more available with the new map format.

Features:
  • Scriptable Features - Features that are units. Basically there are quite a few differences between Units and Features, if this was abstracted so that features were units, with just tags to make them "dead objects that do nothing but get in the way and get reclaimed, only show root object" (aka our current features), then you could have this "Gaia AI" managing them and have a lot of minor or "sub-feature requests" fillable by modders or mappers
  • Gaia AI - A baseline controlling AI for map-units. This AI would not be like most AI's, if it had any acctual strategical ability it would be similar to that of the old OTA build probablility/see enemies attack, if you start dieing start running type of thing. It would have access to simple group AIs that the mapper (or modder) could assign to unit types/goups etc (roam, hunt, move resources around, patrol)... this would also allow any number of special features to animate etc etc aswell... or invisible objects that trigger "enviromental attacks" like meteors or spice blows or sandworm attacks etc (the spice blows would leave reclaimable deposits), or trees that would spawn other trees or crystals that spawn other crystals, or farms that continue to grow more food to reclaim.
  • Mod/TDF Controlled Resources - basically make it so units can make and use any type of resource defined in the sidedata (probably)
  • Easier Feature Placement/Mod Specific Feature Map - Basically with the new text-file based map format you can specify features (eventually from what I hear), this could be set up so that a map has multiple feature maps for different mods that had different kinds of resources... you could even include a customer metal-map, or other resource map if you want to get down to it
  • Extra Mod Resource Feaure Map - Basically the ability to set up something like a metal map, but have it contain a different mod defined feature map, you could have a default map for each map size, or specify an extra texture in the mod specific map version etc.
  • Unit Limits As a Resource and Different Resources... see "Food"
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Scriptable Features - Features that are units. Basically there are quite a few differences between Units and Features, if this was abstracted so that features were units, with just tags to make them "dead objects that do nothing but get in the way and get reclaimed, only show root object" (aka our current features), then you could have this "Gaia AI" managing them and have a lot of minor or "sub-feature requests" fillable by modders or mappers
That's a good idea, also nice to see you actually realised we can't simply "enable COB for features" ;)

The rest of it is basically a consequence of having some good lua scripts systems, which was a TODO already anyway.
PRO_Muffy
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Joined: 14 Jul 2006, 02:59

Post by PRO_Muffy »

I'd very much like to see this. I was thinking specifically of maps like the acid swamps of OTA. Acid foursome, GasPlant Plain etc...

Those maps had dynamic features that could be reclaimed for resources, but that were also scripted for exploding upon impact of a rocket. That was pretty crucial for those kind of maps because the gasbags did damage to the units. You can't have a true "Acid" port 'til we can figure out a way of usnig scripted features.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Scriptable Features - Features that are units. Basically there are quite a few differences between Units and Features, if this was abstracted so that features were units, with just tags to make them "dead objects that do nothing but get in the way and get reclaimed, only show root object" (aka our current features), then you could have this "Gaia AI" managing them and have a lot of minor or "sub-feature requests" fillable by modders or mappers

Does that mean we could have "feature"Units with Attached Soundloops? Just thinking about the Stone, that gives the Oceanwaves a sound... Or Wind

+1
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I suggested a long time ago that when a map is loaded if a featurename is actually a unit then give team 17 that unit in the desired position, aka the GAIA team. Allowing odd map features and use fo any unit particle systems in the future and things like wildlife.

And somebody si bound to say theres no point as there isnt a gaia AI, I point you to NTai which has had support for acting as a basic GAIA ai since XE5.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I read that already we can't use too many custom features on map because Spring chocks when they are plentiful. If every tree was running its own script, wouldn't Springs make the most powerful PC falls to their knee?

Yes I know scripted features would allow for very nifty stuff (that then mappers would be able to wholly underuse, if not plain ignore), but I'm concerned about potential performance drop.

It's part of what makes TA and Spring so enthralling to have thousands of wrecks accumulate after big battle, but this will become impossible if features run scripts.

So I'd rather have particle emission, soundloops, and other feature enhancment kept TDF-based as most as possible. And very optimised, and removed from the source if they slow down every feature. And to have GAIA units running script kept different from plain features.

I mean, count the number of trees on forest map, then count the number of units you have, then look how much "Sim Time" is responsible for FPS performance....
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

If patch is made a port of CAP's Windy Trees would be FTW.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think most features would run a null script, never mind that he mentioned the option to make a feature the old, dead kind :P.
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